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*Dungeons & Dragons
[Homebrew] The Variant Sorcerer - No spell slots, just metamagic and cantrips.
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<blockquote data-quote="Dausuul" data-source="post: 7474391" data-attributes="member: 58197"><p>There's a lot of stuff here, and quite a few good ideas! Suggestions:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Empowered Spell: </strong>Consider rewriting this ability as follows: "When you cast a cantrip that deals damage, add your Cha modifier to each die of damage." As long as nobody creates a cantrip that deals 2d4 base damage or something, this is mechanically equivalent and a lot easier to read.</li> <li data-xf-list-type="ul"><strong>Twinned Spell:</strong> It's not clear exactly how this works, because you specify "one <em>or more</em>" targets, but then the rest of the ability is written as if it were limited to one. Why not just say: "When you cast a cantrip, you may spend 1 sorcery point to duplicate the effect. You can't target the same creature, object, or area with both effects."</li> <li data-xf-list-type="ul"><strong>Arcane Eruption:</strong> Okay, first off, the name really needs to be changed. That aside... I'm not a huge fan of just piling on more damage. What about merging this with Font of Magic, and removing the "no attack cantrips" restriction? <em>Arcane Exaltation: On your turn, when you cast a spell, you can enter a state of heightened magical power. You can cast a cantrip as a bonus action on each of your turns. This effect ends after 1 minute, or if you end your turn without casting a spell.</em></li> <li data-xf-list-type="ul">Some of the metamagic seems like you're trying to shoehorn leveled spell effects into your all-cantrips-all-the-time class. Grasping Spell, for example, basically overwrites the original spell with a kind of <em>Bigby's hand</em>. I prefer your approach with the Arcane Arts like Awakened Mage Hand: Abilities that heighten the impact of specific cantrips. What if those were metamagic effects? So you spend 1 sorcery point when casting <em>mage hand</em>, and it can physically move a creature, or knock it prone, or something like that. That allows you to add potent magical effects that are also tailored to the sorcerer's cantrip picks.</li> <li data-xf-list-type="ul">Seconding the others who think two full-fledged subclasses is too many. Also, too many options in general.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 7474391, member: 58197"] There's a lot of stuff here, and quite a few good ideas! Suggestions: [list][*][B]Empowered Spell: [/B]Consider rewriting this ability as follows: "When you cast a cantrip that deals damage, add your Cha modifier to each die of damage." As long as nobody creates a cantrip that deals 2d4 base damage or something, this is mechanically equivalent and a lot easier to read. [*][B]Twinned Spell:[/B] It's not clear exactly how this works, because you specify "one [i]or more[/i]" targets, but then the rest of the ability is written as if it were limited to one. Why not just say: "When you cast a cantrip, you may spend 1 sorcery point to duplicate the effect. You can't target the same creature, object, or area with both effects." [*][B]Arcane Eruption:[/B] Okay, first off, the name really needs to be changed. That aside... I'm not a huge fan of just piling on more damage. What about merging this with Font of Magic, and removing the "no attack cantrips" restriction? [i]Arcane Exaltation: On your turn, when you cast a spell, you can enter a state of heightened magical power. You can cast a cantrip as a bonus action on each of your turns. This effect ends after 1 minute, or if you end your turn without casting a spell.[/i] [*]Some of the metamagic seems like you're trying to shoehorn leveled spell effects into your all-cantrips-all-the-time class. Grasping Spell, for example, basically overwrites the original spell with a kind of [i]Bigby's hand[/i]. I prefer your approach with the Arcane Arts like Awakened Mage Hand: Abilities that heighten the impact of specific cantrips. What if those were metamagic effects? So you spend 1 sorcery point when casting [i]mage hand[/i], and it can physically move a creature, or knock it prone, or something like that. That allows you to add potent magical effects that are also tailored to the sorcerer's cantrip picks. [*]Seconding the others who think two full-fledged subclasses is too many. Also, too many options in general.[/list] [/QUOTE]
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[Homebrew] The Variant Sorcerer - No spell slots, just metamagic and cantrips.
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