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My Homebrew Sorcerer Tweaks
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<blockquote data-quote="Hawk Diesel" data-source="post: 6799775" data-attributes="member: 59848"><p>I took some time today to look over the Shadow Sorcerer and I think I found a couple of creative solutions. The biggest problems I found with the Shadow Sorcerer is that it was created with the idea that sorcery points would not be available until 2nd level. Providing them at first level makes their Eyes of the Dark ability far too powerful. Additionally, I feel their Strength of the Grave ability does not really fit the idea of the Shadow Sorcerer. I also wanted to find a way to change the Hound of Ill-Omen to not rely on sorcery points. And finally, the Shadow Form ability is just overpowered. With these issues in mind, I've developed the following adjustments.</p><p></p><p>Shadow Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out:</p><p></p><p>1st Level: Silent Image, Sleep</p><p>3rd Level: Darkness, Misty Step </p><p>5th Level: Major Image, Nondetection</p><p>7th Level: Dimension Door, Greater Invisibility </p><p>9th Level: Mislead, Dream</p><p></p><p><strong>Eyes of the Dark</strong></p><p>From 1st level, you have darkvision with a range of 60 feet. If you already possess darkvision from your race, then the range of your darkvision increases by 60 feet. This darkvision remains effective in any darkness ability you cast.</p><p></p><p>You also add the Shadow cantrip to your list of known cantrips. This cantrip does not count towards your list of known cantrips.</p><p></p><p><strong>Cloak of Darkness (Replaces Strength of the Grave)</strong></p><p>Starting at 1st level, you learn to pull the shadows around you to protect you from sight. As long as you are not in direct sunlight you may attempt to hide.</p><p></p><p>At 6th level, when you are not in direct sunlight, you have advantage on Dexterity (Stealth) checks to hide. </p><p></p><p><strong>Hound of Ill Omen</strong> </p><p>The only change I made is that it now requires an action to use, and can be used once per short or long rest.</p><p></p><p><strong>Master of Darkness (This is in addition to Shadow Walk, not in place of it)</strong></p><p>At 14th level, your Shadow cantrip can effect even magical sources of light. </p><p></p><p><strong>Shadow Form</strong></p><p>At 18th level, you can become make yourself invisible as a bonus action. While invisible, you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. This effect ends if you attack to attack or cast a spell.</p><p></p><p>All other abilities for the Shadow Sorcerer remain unchanged.</p><p></p><p>Finally, here is the new cantrip I created for this archetype.</p><p></p><p><strong>Shadow</strong></p><p>Evocation cantrip</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: S, M (a small black cloth)</p><p>Duration: 1 hour</p><p></p><p>You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sends out magical energy that temporarily extinguishes any source of nonmagical light within 40 feet. Any effected light sources return once outside the range of the spell. Completely covering the source of the magic with an opaque object, such as a bowl or a helm, blocks the effect. The spell ends if you cast it again or dismiss it as an action.</p><p></p><p>If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6799775, member: 59848"] I took some time today to look over the Shadow Sorcerer and I think I found a couple of creative solutions. The biggest problems I found with the Shadow Sorcerer is that it was created with the idea that sorcery points would not be available until 2nd level. Providing them at first level makes their Eyes of the Dark ability far too powerful. Additionally, I feel their Strength of the Grave ability does not really fit the idea of the Shadow Sorcerer. I also wanted to find a way to change the Hound of Ill-Omen to not rely on sorcery points. And finally, the Shadow Form ability is just overpowered. With these issues in mind, I've developed the following adjustments. Shadow Sorcerers get the following spells as bonus known spells at the appropriate level. These spells cannot be swapped out: 1st Level: Silent Image, Sleep 3rd Level: Darkness, Misty Step 5th Level: Major Image, Nondetection 7th Level: Dimension Door, Greater Invisibility 9th Level: Mislead, Dream [B]Eyes of the Dark[/B] From 1st level, you have darkvision with a range of 60 feet. If you already possess darkvision from your race, then the range of your darkvision increases by 60 feet. This darkvision remains effective in any darkness ability you cast. You also add the Shadow cantrip to your list of known cantrips. This cantrip does not count towards your list of known cantrips. [B]Cloak of Darkness (Replaces Strength of the Grave)[/B] Starting at 1st level, you learn to pull the shadows around you to protect you from sight. As long as you are not in direct sunlight you may attempt to hide. At 6th level, when you are not in direct sunlight, you have advantage on Dexterity (Stealth) checks to hide. [B]Hound of Ill Omen[/B] The only change I made is that it now requires an action to use, and can be used once per short or long rest. [B]Master of Darkness (This is in addition to Shadow Walk, not in place of it)[/B] At 14th level, your Shadow cantrip can effect even magical sources of light. [B]Shadow Form[/B] At 18th level, you can become make yourself invisible as a bonus action. While invisible, you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. This effect ends if you attack to attack or cast a spell. All other abilities for the Shadow Sorcerer remain unchanged. Finally, here is the new cantrip I created for this archetype. [B]Shadow[/B] Evocation cantrip Casting Time: 1 action Range: Touch Components: S, M (a small black cloth) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sends out magical energy that temporarily extinguishes any source of nonmagical light within 40 feet. Any effected light sources return once outside the range of the spell. Completely covering the source of the magic with an opaque object, such as a bowl or a helm, blocks the effect. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. [/QUOTE]
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