Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
d&d (5e) sorcerous origin, cantrips and spells
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JohnnyZen" data-source="post: 7235478" data-attributes="member: 6910131"><p>Hoi together,</p><p> I have created the material below as an option for sorcerer and want to know your opinion about that. The material isn’t playtest yet and I hope you can give me a little help me to balance this subclass compare to the other origins. The cantrip and spell is another option for this origin to give it a little more combat flexibility and the option for a (in my opinion) cool melee spell attack in the case of the cantrip. Thanks</p><p></p><p>Sorcerous Origin: Force</p><p></p><p>Inertial Armor</p><p>At 1st level, as a reaction, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 13 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.</p><p></p><p>Destructive Force</p><p>Starting at 6th level, you can spend 1 sorcery point to add your Charisma modifier to the damage of a spell or cantrip you cast that deals force damage.</p><p></p><p>Overwhelming Force</p><p>At 6th level you can spend 1 sorcery point to gain advantage on Strength checks for 1 hour. </p><p></p><p>Force Explosion</p><p>Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal force damage to the attacker. The damage equals your sorcerer level.</p><p>The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed 20 feet away and knocked down.</p><p></p><p>Telekinetic Field</p><p>At 18th level, you gain immunity to force damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 +your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.</p><p></p><p>Brutal Strike</p><p>Transmutation cantrip</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: S</p><p>Duration: Instantaneous</p><p>You augment your natural strength with raw magical energy, granting you the ability to strike with incredible power. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 bludgeoning damage. After you make the attack, the energy fades away. </p><p>The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).</p><p></p><p>Forceful Blow</p><p>Evocation cantrip</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: S</p><p>Duration: Instantaneous</p><p>You have learned how to channel raw magical energy into your strikes, lending them devastating power. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 force damage, and if it is Large or smaller, it must make a Strength Save or is knocked Prone. After you make the attack, the energy fades away. </p><p>The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</p><p></p><p>Force Blast</p><p>2nd level evocation</p><p>Casting Time: 1 action</p><p>Range: Self (100-foot line)</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>A stroke of energy forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 force damage on a failed save, and is pushed 20 feet away and knocked prone. On a successful one the target takes only half as much damage.</p><p>At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.</p></blockquote><p></p>
[QUOTE="JohnnyZen, post: 7235478, member: 6910131"] Hoi together, I have created the material below as an option for sorcerer and want to know your opinion about that. The material isn’t playtest yet and I hope you can give me a little help me to balance this subclass compare to the other origins. The cantrip and spell is another option for this origin to give it a little more combat flexibility and the option for a (in my opinion) cool melee spell attack in the case of the cantrip. Thanks Sorcerous Origin: Force Inertial Armor At 1st level, as a reaction, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 13 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. Destructive Force Starting at 6th level, you can spend 1 sorcery point to add your Charisma modifier to the damage of a spell or cantrip you cast that deals force damage. Overwhelming Force At 6th level you can spend 1 sorcery point to gain advantage on Strength checks for 1 hour. Force Explosion Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal force damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed 20 feet away and knocked down. Telekinetic Field At 18th level, you gain immunity to force damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 +your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest. Brutal Strike Transmutation cantrip Casting Time: 1 action Range: Self Components: S Duration: Instantaneous You augment your natural strength with raw magical energy, granting you the ability to strike with incredible power. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 bludgeoning damage. After you make the attack, the energy fades away. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Forceful Blow Evocation cantrip Casting Time: 1 action Range: Touch Components: S Duration: Instantaneous You have learned how to channel raw magical energy into your strikes, lending them devastating power. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 force damage, and if it is Large or smaller, it must make a Strength Save or is knocked Prone. After you make the attack, the energy fades away. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Force Blast 2nd level evocation Casting Time: 1 action Range: Self (100-foot line) Components: V, S Duration: Instantaneous A stroke of energy forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 force damage on a failed save, and is pushed 20 feet away and knocked prone. On a successful one the target takes only half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
d&d (5e) sorcerous origin, cantrips and spells
Top