Ok, [MENTION=2820]Fenris[/MENTION] [MENTION=8058]Queenie[/MENTION] [MENTION=15132]Steve Gorak[/MENTION] are you guys ok with including a 7th player?
[MENTION=8058]Queenie[/MENTION] [MENTION=4936]Shayuri[/MENTION]
How do you feel about tweaking how Source cantrips work? This is an idea borrowed from
Beyond the Wall. Whether we include it or not is entirely up to you, being the Source players
In
Beyond the Wall, using a cantrip requires a check and if it fails then you're given a choice of either (a) being out of spells, or (b) mis-casting the cantrip. I like this because it makes magic feel more
magical, fitting both the setting and the Source class. However, 5e sorcerers have reduced spell lists and are more reliant on cantrips than wizards. So my idea to convert it to 5e is to tone it down and to offset it with a benefit offering increased versatility...
The Limit: When casting a cantrip, make a fairly easy check (DC 8 Arcana, maybe?). On a failure, choose either (a) you've exhausted use of that particular cantrip until you regain your spell slots after a long rest, or (b) you mis-cast the cantrip as determined by the DM.
The Benefit: However, the Source can manipulate and combine her cantrips to create new effects, limited only by the player's creativity (as long as it doesn't invalidate an actual spell of 1st-level or higher).
For example, Talashia might combine
ray of frost and
message and
light to create a false vision of the White Frost worshipped by a cult. Maybe it doesn't do any damage, just simulates winter conditions in the immediate area with intensely bright snow flurries and an ominous whispered voice to several cultists.
Whereas Elora might use
Druidcraft to create the false scent of a drowner (a variation of an "instantaneous harmless effect...such as...the faint odor of a skunk"), using it as a lure for a more dangerous monster that preys on drowners.