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Building a better Sorcerer
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<blockquote data-quote="clearstream" data-source="post: 7210656" data-attributes="member: 71699"><p>So my feelings on building a better sorcerer have evolved to feel that metamagic is too restrictive. The sp cost balance between metamagic and spell slots should allow more metamagic per spell, and more of the metamagic options should be layerable. That is, I believe the most straightforward way to enhance Sorcerer is to let them do more to customise each spell they cast with metamagic. Something like more metamagic, more layering of metamagic, more SP for metamagic, higher SP cost for spell slots - per the below -</p><p></p><p><strong>Font of Magic (spend hit dice to gain sorcery points)</strong></p><p><em>Amend – </em>At 2nd level, you tap into a deep wellspring of magic within yourself. That wellspring is represented by sorcery points that you replenish from your life force. You can take a bonus action to spend one or more sorcerer hit dice. For each die spent this way, roll that die and add the number rolled to sorcery points. The number of hit dice you can convert to sorcery points is limited by your level. Once you have spent the number listed, you can’t spend more until you finish a long rest. Unspent sorcery points are lost at the end of that rest.</p><p></p><p>Sorcerer Level......Hit dice</p><p>2-3......1</p><p>4-5......2</p><p>6-7......3</p><p>8-9......4</p><p>10-11......5</p><p>12-13......6</p><p>14-15......7</p><p>16-17......8</p><p>18-19......9</p><p>20......10</p><p></p><p>Creating a spell slot costs the following… </p><p></p><p>Spell Slot Level Sorcery Point Cost</p><p>1........................3</p><p>2........................5</p><p>3........................8</p><p>4........................10</p><p>5........................14</p><p></p><p></p><p><em>Add - </em><strong>Arcane Virtuosity (spend sorcery points to add one additional metamagic to a spell)</strong></p><p>When you spend sorcery points to twist a spell with Metamagic, you can spend 1 sorcery point to twist an additional, different Metamagic into that spell. You must also pay the cost of that Metamagic. Once you use Arcane Virtuosity, you can't use it again until you finish a short or long rest.</p><p></p><p><em>Add – </em><strong>Dissuasive Spell (metamagic, prevents Counterspell)</strong></p><p>When you cast a spell, you can spend 3 sorcery points to prevent other casters interrupting it with Counterspell. You can use Dissuasive Spell even if you have already used a different Metamagic option during the casting of the spell.</p><p></p><p></p><p><em>Add – </em><strong>Piercing Spell (metamagic, ignores resistance)</strong></p><p>When you cast a spell that does damage, you can spend 4 sorcery points to have one target of that spell lose resistance to its damage type until the end of your turn.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7210656, member: 71699"] So my feelings on building a better sorcerer have evolved to feel that metamagic is too restrictive. The sp cost balance between metamagic and spell slots should allow more metamagic per spell, and more of the metamagic options should be layerable. That is, I believe the most straightforward way to enhance Sorcerer is to let them do more to customise each spell they cast with metamagic. Something like more metamagic, more layering of metamagic, more SP for metamagic, higher SP cost for spell slots - per the below - [B]Font of Magic (spend hit dice to gain sorcery points)[/B] [I]Amend – [/I]At 2nd level, you tap into a deep wellspring of magic within yourself. That wellspring is represented by sorcery points that you replenish from your life force. You can take a bonus action to spend one or more sorcerer hit dice. For each die spent this way, roll that die and add the number rolled to sorcery points. The number of hit dice you can convert to sorcery points is limited by your level. Once you have spent the number listed, you can’t spend more until you finish a long rest. Unspent sorcery points are lost at the end of that rest. Sorcerer Level......Hit dice 2-3......1 4-5......2 6-7......3 8-9......4 10-11......5 12-13......6 14-15......7 16-17......8 18-19......9 20......10 Creating a spell slot costs the following… Spell Slot Level Sorcery Point Cost 1........................3 2........................5 3........................8 4........................10 5........................14 [I]Add - [/I][B]Arcane Virtuosity (spend sorcery points to add one additional metamagic to a spell)[/B] When you spend sorcery points to twist a spell with Metamagic, you can spend 1 sorcery point to twist an additional, different Metamagic into that spell. You must also pay the cost of that Metamagic. Once you use Arcane Virtuosity, you can't use it again until you finish a short or long rest. [I]Add – [/I][B]Dissuasive Spell (metamagic, prevents Counterspell)[/B] When you cast a spell, you can spend 3 sorcery points to prevent other casters interrupting it with Counterspell. You can use Dissuasive Spell even if you have already used a different Metamagic option during the casting of the spell. [I]Add – [/I][B]Piercing Spell (metamagic, ignores resistance)[/B] When you cast a spell that does damage, you can spend 4 sorcery points to have one target of that spell lose resistance to its damage type until the end of your turn. [/QUOTE]
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