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Help with a sorcerer homebrew
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<blockquote data-quote="famousringo" data-source="post: 6808558" data-attributes="member: 6792445"><p>Well, 1 sounds crazy. You basically do double damage with spells once you hit 14? No way.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="famousringo, post: 6808558, member: 6792445"] 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. [/QUOTE]
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