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    D&D 5E (2014) Horn of Valhalla Berserkers

    Me thinks you are correct. I know what will happen next, just planning it out. Trying to determine if 1.) they are completely loyal and/or 2. if they are considered humanoids as they are spirits as per description. Because if they are not humanoids, then they would not be affected by certain...
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    D&D 5E (2014) Horn of Valhalla Berserkers

    They use the statistics, but they are "warrior spirits from the plane of Ysgard" and they "follow your command." Also If they are not humanoid but spirits, are they not affected by enchantment (charm) spells that specify humanoids. Maybe charm monster (XGtE).
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    D&D 5E (2014) Horn of Valhalla Berserkers

    The Berserkers are loyal to the horn, and the one who sounded it. But can they be charmed or magically compelled to act against the blower of the horn?
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    D&D 5E (2014) Suggest a House Rule for flexible Sorcerer spells known

    In the 2 tables I play at, the number known of known spells was increased to 22, as the PHB Bard. You start with 3 spells known at 1st, then 1 additional spell per level thereafter. It has worked extremely well.
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    D&D 5E (2014) The Bard's Inspiration Die...

    The better solution to Cutting Words would be to eliminate "The creature is immune.... if it's immune to being charmed." Many powerful creatures are immune to charm.
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    D&D 5E (2014) Types of feats you'd like to see in future UA articles and books

    TWO-WEAPON FIGHTING EXPERTISE Prerequisite: Minimum 8th level Fighter or Ranger with Two-Weapon Fighting Style • Your offhand attack becomes part of your Attack action. • When a hostile creature within 5 feet of you provokes an opportunity attack, you can use your reaction to make two...
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    D&D 5E (2014) Types of feats you'd like to see in future UA articles and books

    IMPROVED MAGIC INITIATE Prerequisite: 6th level Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. You learn one 2nd or 3rd level spell of your choice from bard, cleric, druid, sorcerer, warlock, or wizard. The spell you choose must be of a level you can cast. Once you learn that spell, you...
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    D&D 5E (2014) Seek opinion on this Sorcerer change

    I know many prefer bloodline bonus spells vs increases number known. My reasoning to increase number is that a player may still not be able to create a caster they envision. But more importantly, my point is enforced by the way the spell casters get bonus spells in the PHB. Casters who can...
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    D&D 5E (2014) Seek opinion on this Sorcerer change

    I am surprised WoTC did not just Sorcerers Spell Points to begin with. Definitely gives a different feel to other spell casters. Haven't play tested it long, but considering it is same feature of the Monk who expends Ki to use special abilities, I don't think it will cause major problems. What...
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    D&D 5E (2014) Seek opinion on this Sorcerer change

    Sorcery Points would fuel Metamagic and any archetype features that require sorcery points. The other change we made was increase the number of spells known to 22, as the bard. Each level you learn 1 spell. 19th level you know 21, 20th level you know 22 spells. Still less than Wizard and...
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    D&D 5E (2014) Seek opinion on this Sorcerer change

    What was done at our table was give mimic the Warlock's Invocation table in the PHB and use it for Metamagic. So by level 20 you know 8 metamagics. We also created some of our own metamagic spells.
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    D&D 5E (2014) Seek opinion on this Sorcerer change

    You are mistaken in your understanding in spell points. Refer to page 288-289 in DMG They can only create 1 spell slot for levels 6, 7, 8, 9 when they reach the proper level. That is why I added the ability to create 1 additional 6th level slot at 19th level and 1 additional 7th level spell...
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    D&D 5E (2014) Seek opinion on this Sorcerer change

    I was wondering what others thought of these changes to the Sorcerer 1. Use Spell Points instead of spell slots. At level 19, can create an additional 6th level spell slot. At level 20 create an additional 7th level spell slot 2. Sorcery Points can ONLY be used to create metamagic...
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    D&D 5E (2014) Stalker0's Alternate Arcane Casters - Sorceror

    My group has this as a capstone as well in our homebrew sorcerer. Though we set it a 2 SP
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    D&D 5E (2014) Stalker0's Alternate Arcane Casters - Sorceror

    The idea of not being able to convert Sorcery Points to spell slots and vice versa is something I looked into. Instead of using HD, why not consider regaining all expended Sorcery Points after a short or long rest. By restricting the use of Sorcery Points to Metamagic only, you are effectively...
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    D&D 5E (2014) making the Sorcerer an "Elementalist" - custom spell lists

    A couple of years back we had a 6 party group (I think) that had both, they played twins, one a sorcerer the other a wizard. We were low level but only played less than a handful of sessions. Not enough to draw a conclusion. No one likes the concept of what the Wizard represents, and will only...
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    D&D 5E (2014) making the Sorcerer an "Elementalist" - custom spell lists

    I am in 2 groups. In one group, I play a Wild Sorcerer (homebrew) in a party of 4. The other 3 are a Eldritch Fighter, Lore Bard, Ranger Beast Master No spells Homebrew. All 10th level. Another Group is a party of 7 characters of 6th level. I play a Ranger Hunter no spells homebrew. The others...
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    D&D 5E (2014) making the Sorcerer an "Elementalist" - custom spell lists

    We play with the Sorcerer knowing the Wizard spell list and increasing the number of spells known (22). It has worked great and made a more enjoyable character. Initially tried bonus spells but it didn't allow us enough creativity. Then we increased the number and then offered bonus spells as...
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    D&D 5E (2014) Druid Sorcerer combination

    I know in Wild Shape, Druids are unable to cast spells until level 18. And only spells with somatic and verbal components. But I was curious if a Druid Sorcerer combination could cast spells in Wild Shape using Subtle Metamagic.
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    [GUIDE] Born to be Wild, a sorcerer guide.

    If you are using the 15 spells known, I would say select 2 damage spells that target single targets and 2 damage spells that target groups. Try to select different saving throw types and different damage types for each. For groups, you can use Fireball (old standby) that targets Dex and fire...
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