I'd go back to the playtest sorcerer. Sorcerer's get sorcerer powers.
Class Features
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
Level | Proficiency Bonus | Sorcery points | Features | Cantrips Known | Sorceries known | Spells Known | Spell Slots |
---|
1st | +2 | - | Spellcasting | 4 | - | 2 | 2 |
2nd | +2 | 2 | Font of Magic, Sorcery | 4 | 2 | 3 | 3 |
3rd | +2 | 3 | Sorcerous Origin | 5 | 2 | 4 | 4/2 |
4th | +2 | 4 | Ability Score Improvement, Sorcerous Versatility | 5 | 2 | 5 | 4/3 |
5th | +2 | 5 | Magical Guidance | 5 | 3 | 6 | 4/3/2 |
Sorcery
At 2nd level, the innate magic of your magical origin grants a sorcery at certain levels. You gain two of the following Sorceries of your choice. You gain another one at 5th, 10th and 17th level.
Sorcery A sorcery is a magical effect that functions as a spell in all respects, except that using a sorcery does not require you to speak or have a hand free, and the power is not subject to spell disruption.
Saving Throw DCs: When a sorcery that you use calls for a saving throw, the save DC equals 10 + your Charisma modifier. As you gain levels, the DC increases as your spell saving throw DC does, as noted in the Sorcerer table.
Sorceries come is 3 types
- Gift: An ability to invoke your inner magic into a magical effect onto the words. A gift is subject to the same rules as a spell as is equivalent to a spell of a level listed in it's description.
- Metamagic. An ability to twist your spells to suit your needs.You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Forms: An ability to alter yourself after a certian amount of your power is unleashed. A Form automatically activates when you have less than half your maximum sorcery points (rounded down)
Gifts
- Arcane Acrobatics
- Bend Luck
- Celestial Calm
- Draconic Scales
- Draconic Strength
- Draconic Presence
- Eyes of the Dark
- Favored By the Gods
- Fiendish Fires
- Force Push
- Hound of Ill Omen
- Storm Guide
- Tides of Chaos
- UNLIMITED POOOOWUUUUH!
Forms
- Angel Halo
- Archon Pelt
- Demon Eyes
- Devil Horns
- Dragon Claws
- Dragon Wings
- Shadow Skin
- Storm's Fury
- Wind Soul