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<blockquote data-quote="Mephista" data-source="post: 9320230" data-attributes="member: 6786252"><p>In order, the answers are: See Below, Player Choice, The Cleric Answer, No, No, Not Con, See Below, Don't trust WotC</p><p>I actually wrote down what I wanted in the giant hate thread, but my preference is to KISS and make some minor houserules to improve the current sorcerer rather than rework it. Players tend to want to ignore giant walls of text.</p><p></p><p>Level 1 - Ditch the sorcerer spell list. Pick your casting stat (Int, Wis, Cha) and any other spell list from the following options - bard, druid, wizard, cleric. Allow power point system in place of spell slots.</p><p>Level 2 - Gain two new things:</p><p style="margin-left: 20px">-Spend a sorcery point to cast Detect Magic. While this is active, you may add your Charisma bonus to any Study action that targets a magical creature or effect. The idea behind this is simple - wizards, clerics, druids are REALLY good at Arcane, Religion and Nature checks, respectively. I wanted a similar "good at knowledge skill" for the sorcerer, and this is the best that I came up with.</p> <p style="margin-left: 20px">- New metamagic abilities, We technically have spells and abilities that let you act like a dragon, or a shadow creature, etc. But they run into concentration issues, or they're not scaling well, etc. New metamagics would help those spells work together to feel like a dragon or whatever. Right now, I only have Sorcerous Fist, based on the 13th Age ability of the same name, but others are bouncing around in the back of my head. I'm debating on one that flat out removes Concentration for self-only transmutation spells, but that feels a bit OP.</p><p>Level 3 - Every subclass should take after the Aberrant Mind / Clockwork benefits.</p><p></p><p>Here's an example of dragonsoul subclass spells I made up. They're as close to dragon abilities I could get. As per Tasha's, they can be swapped out, but I'm going with "something thematic" instead of spell schools.</p><p>Cantrip - Primal Savagery (druid cantrip for claw attacks - subclass alters elemental damage of the claw attack, or defaults to Force)</p><p>Level 1 - Chromatic Orb, Absorb Elements</p><p>Level 2 - Dragon Breath, Alter Self</p><p>Level 3 - Fly, Fear</p><p>Level 4 - Polymorph (dragon forms enabled on self), Conjure Minor Elementals</p><p>Level 5 - Conjure Elementals, Summon Draconic Spirit.</p><p></p><p>EDIT - The Tasha's Cauldron magical items (different magical crystals) are enabled, though they're not planar-bound.</p></blockquote><p></p>
[QUOTE="Mephista, post: 9320230, member: 6786252"] In order, the answers are: See Below, Player Choice, The Cleric Answer, No, No, Not Con, See Below, Don't trust WotC I actually wrote down what I wanted in the giant hate thread, but my preference is to KISS and make some minor houserules to improve the current sorcerer rather than rework it. Players tend to want to ignore giant walls of text. Level 1 - Ditch the sorcerer spell list. Pick your casting stat (Int, Wis, Cha) and any other spell list from the following options - bard, druid, wizard, cleric. Allow power point system in place of spell slots. Level 2 - Gain two new things: [INDENT]-Spend a sorcery point to cast Detect Magic. While this is active, you may add your Charisma bonus to any Study action that targets a magical creature or effect. The idea behind this is simple - wizards, clerics, druids are REALLY good at Arcane, Religion and Nature checks, respectively. I wanted a similar "good at knowledge skill" for the sorcerer, and this is the best that I came up with.[/INDENT] [INDENT]- New metamagic abilities, We technically have spells and abilities that let you act like a dragon, or a shadow creature, etc. But they run into concentration issues, or they're not scaling well, etc. New metamagics would help those spells work together to feel like a dragon or whatever. Right now, I only have Sorcerous Fist, based on the 13th Age ability of the same name, but others are bouncing around in the back of my head. I'm debating on one that flat out removes Concentration for self-only transmutation spells, but that feels a bit OP.[/INDENT] Level 3 - Every subclass should take after the Aberrant Mind / Clockwork benefits. Here's an example of dragonsoul subclass spells I made up. They're as close to dragon abilities I could get. As per Tasha's, they can be swapped out, but I'm going with "something thematic" instead of spell schools. Cantrip - Primal Savagery (druid cantrip for claw attacks - subclass alters elemental damage of the claw attack, or defaults to Force) Level 1 - Chromatic Orb, Absorb Elements Level 2 - Dragon Breath, Alter Self Level 3 - Fly, Fear Level 4 - Polymorph (dragon forms enabled on self), Conjure Minor Elementals Level 5 - Conjure Elementals, Summon Draconic Spirit. EDIT - The Tasha's Cauldron magical items (different magical crystals) are enabled, though they're not planar-bound. [/QUOTE]
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