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General Tabletop Discussion
*Dungeons & Dragons
Boosting Sorcerers, Focus: Fun (+thread)
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<blockquote data-quote="Vael" data-source="post: 8139146" data-attributes="member: 57043"><p>I've advocated leaning into what makes Sorcerers unique (in 5e), metamagic. I think they should get more metamagic options, and some more niche/weird ones that what's currently on offer. I don't mind a slight buff to spells known, because Sorcerer progression is ... tight, but I don't agree with giving them lots of bonus spells.</p><p></p><p>So, on the Metamagic front, 2 ideas for boosting progression:</p><p>1. Give a bonus metamagic at each level the Sorcerer gets more metamagic, so 2 at 3rd level, plus 2 at 10th and 2 more at 17th, for a total of 6.</p><p>2. OR, additional metamagics at levels 7 and 13, boosting the class to 6.</p><p></p><p>As for other metamagics, some ideas:</p><p><strong>Echo Spell - </strong>When casting a spell with a casting time of 1 action, spend Sorcery Points equal to its level + 2. Cast the same spell again at the start of your next turn without expending a spell slot or an action. You may choose different targets or area of effect.</p><p><strong>Admixture Spell - </strong>Choose 2 different damage types when you learn this metamagic. Whenever you cast a spell that deals either type of damage, you can spend a Sorcery Point to have it deal both types of damage. A target damaged by this spell is immune to the damage only if it is immune to both, resistent to the damage if it resists one and is either resistent or immune to the other and it is vulnerable if it is vulnerable to either damage type. Otherwise, the target takes normal damage.</p><p></p><p>The other major thing Sorcerers need is spells unique to their spell list. They, to my knowledge, still have no unique spells.</p></blockquote><p></p>
[QUOTE="Vael, post: 8139146, member: 57043"] I've advocated leaning into what makes Sorcerers unique (in 5e), metamagic. I think they should get more metamagic options, and some more niche/weird ones that what's currently on offer. I don't mind a slight buff to spells known, because Sorcerer progression is ... tight, but I don't agree with giving them lots of bonus spells. So, on the Metamagic front, 2 ideas for boosting progression: 1. Give a bonus metamagic at each level the Sorcerer gets more metamagic, so 2 at 3rd level, plus 2 at 10th and 2 more at 17th, for a total of 6. 2. OR, additional metamagics at levels 7 and 13, boosting the class to 6. As for other metamagics, some ideas: [B]Echo Spell - [/B]When casting a spell with a casting time of 1 action, spend Sorcery Points equal to its level + 2. Cast the same spell again at the start of your next turn without expending a spell slot or an action. You may choose different targets or area of effect. [B]Admixture Spell - [/B]Choose 2 different damage types when you learn this metamagic. Whenever you cast a spell that deals either type of damage, you can spend a Sorcery Point to have it deal both types of damage. A target damaged by this spell is immune to the damage only if it is immune to both, resistent to the damage if it resists one and is either resistent or immune to the other and it is vulnerable if it is vulnerable to either damage type. Otherwise, the target takes normal damage. The other major thing Sorcerers need is spells unique to their spell list. They, to my knowledge, still have no unique spells. [/QUOTE]
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