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<blockquote data-quote="Chaosmancer" data-source="post: 7840487" data-attributes="member: 6801228"><p>Sorcerer</p><p></p><p>So, I'll do the honest thing here and mention that Reddit user Pheonicmusicman's post here : [MEDIA=reddit]mattcolville/comments/d2m5kc[/MEDIA]</p><p></p><p>Inspired some of my corrections and ideas. They are also the one who got me thinking about doing this big info dump. So, shout out here and at the warlock entry.</p><p></p><p>Demesne</p><p></p><p><strong><span style="color: rgb(184, 49, 47)"><span style="font-size: 18px">1 - </span></span></strong><span style="font-size: 18px">Curses, Blessings, and Oaths spoken within the Demesne have a 15% chance of rolling on the Wild Magic table</span></p><p></p><p>I am sorely tempted to rate this Red, in fact... yeah. This is pure Red. So, why is it red? Well, the first thing to understand is scale. You are talking about 24 square miles of territory and hundreds of potential people, over a period of years. 15%, that is a guarentee. Especially since it is 15% for every single oath, curse, or blessing spoken. Every time someone stubs their toe, or smashes their thumb, or wishes good luck to each other, there is a chance that wild magic happens.</p><p></p><p>And most wild magic is terrible. Auto casting damaging spells that will kill civilians nearby, aging, reverse aging, growing, shrinking, permanent changes to your appearance. random flight. And all from common everyday sayings.</p><p></p><p>Now, I don't want to say I don't like the ideas behind this. I'm actually going to bring this ability back, sort of, later, but this is just garbage that would tear your Demesne apart at the seems after the first year.</p><p></p><p>So, what to replace it with? Well, I actually really like Pheonixmusicman's idea of magic infusing the land so much that Artisans have an easier time making magical items. That has the same logic (an overabundance of magic in the air) but is beneficial instead of horrfically detrimental.</p><p></p><p>Also, it isn't thematically limited to Wild Magic sorcerers. One big problem with the RAW list I think is that Matt only worked with Wild and Dragon Sorcerers, which limited his themes severely.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)"><span style="font-size: 18px">2 -</span></span></strong> <span style="color: rgb(0, 0, 0)"><span style="font-size: 18px">People who live in the Demesne for a season gain 1 random sorcerer cantrip. They lose the ability to cast it if they ever leave</span></span></p><p></p><p>I actually like this one, and I used to have it ranked higher before reading Pheonicmusicman's post. Then I realized that it is Orange and their version is far better.</p><p></p><p>See, why is this random? Because Matt was pulling on the Wild Magic idea again, but this should apply to all sorcerers, also, Sorcerer cantrips are a limited. So, instead, living in the Demesne for a Season grants you 1 arcane cantrip related to your daily life, that you can only cast in the Demesne.</p><p></p><p>This does a few good things. 1) They don't lose it, which I find important, it is just dormant if they aren't in the high magic area that is the Sorcerers Demesne. 2) It really drives home that magic is just spewing out of this place, everyone has magic. 3) The magic they gain makes sense. Shopkeeps get Minor Illusion to attract customers, farmers get mold earth to til the land, it corresponds to your needs and what natural magic you yourself might have, instead of simply being random.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)"><span style="font-size: 18px">3 -</span></span> <span style="color: rgb(0, 0, 0)"><span style="font-size: 18px">Raindrops in the demesne cast dazzling prismatic displays during the day </span></span></strong></p><p></p><p><span style="color: rgb(0, 0, 0)"><span style="font-size: 15px">This is... just kind of boring. Sure, Rain </span>gets prettier, but that does nothing and really doesn't scream sorcerer to me (unless they are a storm sorcerer). I don't know exactly how to change it. Maybe just make the environment reflect the Sorcerer's Bloodline, but I'm not sure where I would take it. </span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)">Stronghold Actions</span></p><p></p><p><span style="color: rgb(251, 160, 38)"><strong><span style="font-size: 18px">1 -</span></strong></span><span style="color: rgb(0, 0, 0)"> <span style="font-size: 18px">Cast three spells at once, using normal casting rules </span></span></p><p></p><p><span style="font-size: 15px">So, this is Orange. But, it isn't Orange because it isn't powerful. Three spells in a row is actually very powerful, and off turn? That is potentially encounter ending. However, look at every single stronghold action we've listed. Does any other stronghold action take any resources on the part of the player? Maybe the Barbarian, but the benefit is everyone else getting your rage, not that you get to rage. Bard? They need to use Bardic inspiration, but the bonus is maxing the dice, not being able to hand them out. </span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">This is the only ability that takes your long rest, daily resource, and expends it. And your stronghold gives you no way to restore that, unlike the Bard who can gain back all their spent dice. </span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Honestly, looking at other classes? I'd give them a free casting of a spell, maybe two if I wanted to keep that theme of multiple spells a turn. But, I don't like losing resources to use my cool stronghold ability when no one else does. </span></p><p></p><p><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)"><strong>2 -</strong></span><span style="color: rgb(0, 0, 0)"> For the next minute, all of your spells are heightened. You cannot heighten a heightened spell. </span></span></p><p></p><p><span style="font-size: 15px">This is Blue, this is really cool. Every spell for the entire fight is auto-heightened, so a single enemy has disadvantage on them per casting. That feels like the overwhelming power of a sorcerer within their own Demesne, allowing them to batter down defenses. Solid Ability. </span></p><p></p><p><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)"><strong>3 -</strong></span> <span style="color: rgb(0, 0, 0)">You are wreathed in a Fire Shield, enemies take 4d8 instead of 2d8 from the effect.</span> </span></p><p></p><p><span style="font-size: 15px"><span style="color: rgb(0, 0, 0)">I originally had this as Blue, but I downgraded it to Green. Fire Shield is a good spell, and a free one is very nice. Increasing the damage it does is even better. But, it only works if you are hit in melee. Sorcerers don't want to be in melee. It gives you an option for when you are down, but I prefer abilities that fit in dominating the fight from the start. </span></span></p><p><span style="font-size: 15px"><span style="color: rgb(0, 0, 0)"></span></span></p><p><span style="font-size: 15px"><span style="color: rgb(0, 0, 0)">Also, I would just make it an energy shield, letting the various sorcerer's pick the type of damage it does to match their bloodline. </span></span></p><p></p><p><span style="color: rgb(0, 0, 0)"><span style="font-size: 18px">Class Improvement</span></span></p><p></p><p><span style="color: rgb(184, 49, 47)"><span style="font-size: 18px"><strong>Source of Magic:</strong></span></span><span style="color: rgb(0, 0, 0)"><span style="font-size: 18px"> You gain a number of sorcery points equal to your stronghold level. These points only refresh after an extended rest. </span></span></p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="color: rgb(0, 0, 0)"><span style="font-size: 15px">This ability is horrible. It is the single worst ability any class gets. You have to remember, every stronghold starts at 1. That means this is a single sorcery point that does not refresh until you have slept at home for a week. If you are lucky, then it means a single extra use of metamagic. </span></span></span></p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="color: rgb(0, 0, 0)"><span style="font-size: 15px">Druids are turning into Dragons, Fighters are auto-critting, I'm not going to talk about Wizard's out of turn but hoo boy, and you get 1 extra metamagic, maybe. </span></span></span></p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="color: rgb(0, 0, 0)"><span style="font-size: 15px">Pheonixmusicman buffed it to cha mod+stronghold level, so you are getting 4 to 10 points, which is better. Personally, I'd go a step farther maybe something like "recover half your sorcery points" or "recovery all sorcery points" You can only do it a number of times equal to stronghold level. And it would feel as impactful as some of the blue abilties for sure. </span></span></span></p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7840487, member: 6801228"] Sorcerer So, I'll do the honest thing here and mention that Reddit user Pheonicmusicman's post here : [MEDIA=reddit]mattcolville/comments/d2m5kc[/MEDIA] Inspired some of my corrections and ideas. They are also the one who got me thinking about doing this big info dump. So, shout out here and at the warlock entry. Demesne [B][COLOR=rgb(184, 49, 47)][SIZE=5]1 - [/SIZE][/COLOR][/B][SIZE=5]Curses, Blessings, and Oaths spoken within the Demesne have a 15% chance of rolling on the Wild Magic table[/SIZE] I am sorely tempted to rate this Red, in fact... yeah. This is pure Red. So, why is it red? Well, the first thing to understand is scale. You are talking about 24 square miles of territory and hundreds of potential people, over a period of years. 15%, that is a guarentee. Especially since it is 15% for every single oath, curse, or blessing spoken. Every time someone stubs their toe, or smashes their thumb, or wishes good luck to each other, there is a chance that wild magic happens. And most wild magic is terrible. Auto casting damaging spells that will kill civilians nearby, aging, reverse aging, growing, shrinking, permanent changes to your appearance. random flight. And all from common everyday sayings. Now, I don't want to say I don't like the ideas behind this. I'm actually going to bring this ability back, sort of, later, but this is just garbage that would tear your Demesne apart at the seems after the first year. So, what to replace it with? Well, I actually really like Pheonixmusicman's idea of magic infusing the land so much that Artisans have an easier time making magical items. That has the same logic (an overabundance of magic in the air) but is beneficial instead of horrfically detrimental. Also, it isn't thematically limited to Wild Magic sorcerers. One big problem with the RAW list I think is that Matt only worked with Wild and Dragon Sorcerers, which limited his themes severely. [B][COLOR=rgb(251, 160, 38)][SIZE=5]2 -[/SIZE][/COLOR][/B] [COLOR=rgb(0, 0, 0)][SIZE=5]People who live in the Demesne for a season gain 1 random sorcerer cantrip. They lose the ability to cast it if they ever leave[/SIZE][/COLOR] I actually like this one, and I used to have it ranked higher before reading Pheonicmusicman's post. Then I realized that it is Orange and their version is far better. See, why is this random? Because Matt was pulling on the Wild Magic idea again, but this should apply to all sorcerers, also, Sorcerer cantrips are a limited. So, instead, living in the Demesne for a Season grants you 1 arcane cantrip related to your daily life, that you can only cast in the Demesne. This does a few good things. 1) They don't lose it, which I find important, it is just dormant if they aren't in the high magic area that is the Sorcerers Demesne. 2) It really drives home that magic is just spewing out of this place, everyone has magic. 3) The magic they gain makes sense. Shopkeeps get Minor Illusion to attract customers, farmers get mold earth to til the land, it corresponds to your needs and what natural magic you yourself might have, instead of simply being random. [B][COLOR=rgb(251, 160, 38)][SIZE=5]3 -[/SIZE][/COLOR] [COLOR=rgb(0, 0, 0)][SIZE=5]Raindrops in the demesne cast dazzling prismatic displays during the day [/SIZE][/COLOR][/B] [COLOR=rgb(0, 0, 0)][SIZE=4]This is... just kind of boring. Sure, Rain [/SIZE]gets prettier, but that does nothing and really doesn't scream sorcerer to me (unless they are a storm sorcerer). I don't know exactly how to change it. Maybe just make the environment reflect the Sorcerer's Bloodline, but I'm not sure where I would take it. Stronghold Actions[/COLOR] [COLOR=rgb(251, 160, 38)][B][SIZE=5]1 -[/SIZE][/B][/COLOR][COLOR=rgb(0, 0, 0)] [SIZE=5]Cast three spells at once, using normal casting rules [/SIZE][/COLOR] [SIZE=4]So, this is Orange. But, it isn't Orange because it isn't powerful. Three spells in a row is actually very powerful, and off turn? That is potentially encounter ending. However, look at every single stronghold action we've listed. Does any other stronghold action take any resources on the part of the player? Maybe the Barbarian, but the benefit is everyone else getting your rage, not that you get to rage. Bard? They need to use Bardic inspiration, but the bonus is maxing the dice, not being able to hand them out. This is the only ability that takes your long rest, daily resource, and expends it. And your stronghold gives you no way to restore that, unlike the Bard who can gain back all their spent dice. Honestly, looking at other classes? I'd give them a free casting of a spell, maybe two if I wanted to keep that theme of multiple spells a turn. But, I don't like losing resources to use my cool stronghold ability when no one else does. [/SIZE] [SIZE=5][COLOR=rgb(41, 105, 176)][B]2 -[/B][/COLOR][COLOR=rgb(0, 0, 0)] For the next minute, all of your spells are heightened. You cannot heighten a heightened spell. [/COLOR][/SIZE] [SIZE=4]This is Blue, this is really cool. Every spell for the entire fight is auto-heightened, so a single enemy has disadvantage on them per casting. That feels like the overwhelming power of a sorcerer within their own Demesne, allowing them to batter down defenses. Solid Ability. [/SIZE] [SIZE=5][COLOR=rgb(65, 168, 95)][B]3 -[/B][/COLOR] [COLOR=rgb(0, 0, 0)]You are wreathed in a Fire Shield, enemies take 4d8 instead of 2d8 from the effect.[/COLOR] [/SIZE] [SIZE=4][COLOR=rgb(0, 0, 0)]I originally had this as Blue, but I downgraded it to Green. Fire Shield is a good spell, and a free one is very nice. Increasing the damage it does is even better. But, it only works if you are hit in melee. Sorcerers don't want to be in melee. It gives you an option for when you are down, but I prefer abilities that fit in dominating the fight from the start. Also, I would just make it an energy shield, letting the various sorcerer's pick the type of damage it does to match their bloodline. [/COLOR][/SIZE] [COLOR=rgb(0, 0, 0)][SIZE=5]Class Improvement[/SIZE][/COLOR] [COLOR=rgb(184, 49, 47)][SIZE=5][B]Source of Magic:[/B][/SIZE][/COLOR][COLOR=rgb(0, 0, 0)][SIZE=5] You gain a number of sorcery points equal to your stronghold level. These points only refresh after an extended rest. [/SIZE][/COLOR] [COLOR=rgb(41, 105, 176)][COLOR=rgb(0, 0, 0)][SIZE=4]This ability is horrible. It is the single worst ability any class gets. You have to remember, every stronghold starts at 1. That means this is a single sorcery point that does not refresh until you have slept at home for a week. If you are lucky, then it means a single extra use of metamagic. [/SIZE][/COLOR][/COLOR] [COLOR=rgb(41, 105, 176)][COLOR=rgb(0, 0, 0)][SIZE=4]Druids are turning into Dragons, Fighters are auto-critting, I'm not going to talk about Wizard's out of turn but hoo boy, and you get 1 extra metamagic, maybe. [/SIZE][/COLOR][/COLOR] [COLOR=rgb(41, 105, 176)][COLOR=rgb(0, 0, 0)][SIZE=4]Pheonixmusicman buffed it to cha mod+stronghold level, so you are getting 4 to 10 points, which is better. Personally, I'd go a step farther maybe something like "recover half your sorcery points" or "recovery all sorcery points" You can only do it a number of times equal to stronghold level. And it would feel as impactful as some of the blue abilties for sure. [/SIZE][/COLOR][/COLOR] [/QUOTE]
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