D&D 5E Help with a sorcerer homebrew

Lanliss

Explorer
I am working on a sorcerer origin, and need some help with the opening feature. I have a table listing the five elemental damage types, and at 1st level you pick one, and it gets changed to a different element type, which is listed in the second column of the table. At 14th level, you get a second type added onto that so, for example, a fireball would instead deal it's damage dice worth in both cold and acid, instead of fire. The 14th level bonus is to keep the origin competitive in damage with the other origins.

Now to the part where I need help. I am thinking of several different ways to handle this, and cannot choose one.

1. You get one damage type at 1st level, and a second at 14th level, so a spell that deals 1d8 of fire damage would instead deal 1d8 of cold+1d8 of acid.

2. You get a damage type change at 1st level. At 14th level, you choose a different damage type to change, giving you two separate elemental changes.

3. You choose a damage type at 1st level, and can use your sorcery points to change a spells element to that type, if they are in the same row on the table. So you can cast fire ball or, for 1 sorcery point, you can cast Ice ball. At 14th level you add the second damage type, as in sample 1 above, and cast Ball of LymeFyre, dealing its damage dice worth each of acid and cold.

4. You use sorcery points in the same way as 3, but on two separate damage types, as in 2 above.


I cannot pick between all of these, and some help from experienced homebrewers would be appreciated. I am not too worried about anything be too powerful if it is used strategically, as I do not have any power gamer players, though I do know it is a risk with this.

EDIT: I should note, I know this is not the homebrew section of the forum, but I was not sure if that section is meant for only completed homebrews, or if I could ask for help there. As a result, I chose to put this here, since it will be a 5E homebrew anyway, and those in this thread would have the best idea of what will or will not work out.
 
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Well, 1 sounds crazy. You basically do double damage with spells once you hit 14? No way.

2. This is powerful. There's a reason why all the best damage spells are fire and fire is the most resisted element in the Monster Manual. Being able to turn all the fire spells into acid spells is a strong class feature, but it's not going to deliver more damage than a fire spell would to non-resistant targets. Not too bad.

3. Back to double damage. I mean, imagine if they tweaked the Champion so every single hit is a crit? That's basically what you're putting out here. To get anywhere close to balance this needs to cost a buttload of sorcery points.

4. I've long thought there should be a metamagic ability that allows an element shift for the price of a sorcery point, and I think this would be fine.

I'd say 2 is passable if elemental damage is what the class is all about, and if you're worried about it being too powerful, tacking on a 1 sorcery point cost to change the element as in method 4 isn't out of line with how other sorcerers pay SP to trigger their powers. I also think you could do the elemental mixture effect if you wanted to, just make it so half the damage is cold and half is acid, rather than rolling dice twice.
 

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