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Is the major thing that's disappointing about Sorcerers is the lack of sorcery point options?
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<blockquote data-quote="Hawk Diesel" data-source="post: 6908286" data-attributes="member: 59848"><p>I guess I have a small way to contribute to this thread. First of all, I love the sorcerer in concept. In play, it leaves much to be desired. As a DM, first of all I always allowed the wild magic sorcerer to use their Wild Magic Surge. And as a result, it allowed the party a means of escape from an inescapable situation by summoning a unicorn. It was awesome.</p><p></p><p>But I also use my own Wild Magic Surge table that's a lot more fun. It includes things such as: </p><p></p><p>-Skrillex appears and begins playing super loud, terrible music for the next minute. All creatures within 200 feet are deafened for the duration.</p><p></p><p>-For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. Also, you must end each sentence with “giggidy” or you become a frog for an hour. If you become a frog, you take on all statistics of the Giant Frog as listed in the Monster Manual with the exception of your mental statistics and your hit points. All equipment is melded into your new form. In this form you cannot cast spells, but you can talk.</p><p></p><p>-Caster’s head grows 5 times its normal size, forcing caster to fall prone and reducing speed to 5 feet. This effect lasts for one minute.</p><p></p><p>-For the rest of the gaming session, you must talk like a pirate. If you fail to talk like a pirate, you have disadvantage on all your saving throws for the rest of the session.</p><p></p><p>-You shrink one size category and a giant, illusory duck appears which is visible to all. You are frightened of the duck and it chases you until the end of your next turn, at which time you return to normal.</p><p></p><p>-You can take one additional action immediately. You must make a karate noise before taking this action.</p><p></p><p>-The spell cast by the caster becomes a Living Spell. Roll a 1d6. On a 5 or 6, the Living Spell is friendly towards the caster and will accept commands for 1 minute before disappearing from existence. Otherwise, Living Spell will attack caster. The DM will choose an elemental most closely associated to the spell. The elemental’s slam attack does damage of the spell’s damage type. On a hit, the elemental’s slam also activates any non-damaging abilities associated with the spell. If the effect requires a saving throw, it using the sorcerer’s spell save DC.</p><p></p><p>These are effects that can be fun and interesting. I also balanced it so that the number of good, bad, and neutral effects are a equal, meaning the wild magic surge truly can be both blessing and curse. </p><p></p><p>I also changed Controlled Chaos so the player can choose one or both rolls for their Wild Magic Surge. Finally, I got rid of Spell Bombardment and replaced it with this: </p><p></p><p>Chromatic Mage </p><p>You gain immunity to a random type of damage. In addition, spells you cast using this type of damage pierce the defenses of targets that might normally resist such energies. Those normally immune to the damage type are instead considered resistant to your spells. Those that would normally be resistant take full damage against your spells. This ability is reset and must be rolled after each long rest. Roll a 1d12 and consult the following table.</p><p></p><p>Wild Magic Resistance</p><p></p><p>Result Damage Type</p><p>1 Acid</p><p>2 Cold</p><p>3 Fire</p><p>4 Force</p><p>5 Lightning</p><p>6 Necrotic</p><p>7 Poison</p><p>8 Psychic</p><p>9 Radiant</p><p>10 Thunder</p><p>11 None</p><p>12 Roll twice and use both results. Reroll subsequent 12s.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6908286, member: 59848"] I guess I have a small way to contribute to this thread. First of all, I love the sorcerer in concept. In play, it leaves much to be desired. As a DM, first of all I always allowed the wild magic sorcerer to use their Wild Magic Surge. And as a result, it allowed the party a means of escape from an inescapable situation by summoning a unicorn. It was awesome. But I also use my own Wild Magic Surge table that's a lot more fun. It includes things such as: -Skrillex appears and begins playing super loud, terrible music for the next minute. All creatures within 200 feet are deafened for the duration. -For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. Also, you must end each sentence with “giggidy” or you become a frog for an hour. If you become a frog, you take on all statistics of the Giant Frog as listed in the Monster Manual with the exception of your mental statistics and your hit points. All equipment is melded into your new form. In this form you cannot cast spells, but you can talk. -Caster’s head grows 5 times its normal size, forcing caster to fall prone and reducing speed to 5 feet. This effect lasts for one minute. -For the rest of the gaming session, you must talk like a pirate. If you fail to talk like a pirate, you have disadvantage on all your saving throws for the rest of the session. -You shrink one size category and a giant, illusory duck appears which is visible to all. You are frightened of the duck and it chases you until the end of your next turn, at which time you return to normal. -You can take one additional action immediately. You must make a karate noise before taking this action. -The spell cast by the caster becomes a Living Spell. Roll a 1d6. On a 5 or 6, the Living Spell is friendly towards the caster and will accept commands for 1 minute before disappearing from existence. Otherwise, Living Spell will attack caster. The DM will choose an elemental most closely associated to the spell. The elemental’s slam attack does damage of the spell’s damage type. On a hit, the elemental’s slam also activates any non-damaging abilities associated with the spell. If the effect requires a saving throw, it using the sorcerer’s spell save DC. These are effects that can be fun and interesting. I also balanced it so that the number of good, bad, and neutral effects are a equal, meaning the wild magic surge truly can be both blessing and curse. I also changed Controlled Chaos so the player can choose one or both rolls for their Wild Magic Surge. Finally, I got rid of Spell Bombardment and replaced it with this: Chromatic Mage You gain immunity to a random type of damage. In addition, spells you cast using this type of damage pierce the defenses of targets that might normally resist such energies. Those normally immune to the damage type are instead considered resistant to your spells. Those that would normally be resistant take full damage against your spells. This ability is reset and must be rolled after each long rest. Roll a 1d12 and consult the following table. Wild Magic Resistance Result Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder 11 None 12 Roll twice and use both results. Reroll subsequent 12s. [/QUOTE]
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Is the major thing that's disappointing about Sorcerers is the lack of sorcery point options?
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