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Simple Sorcerer

Minor nitpick. In the table you show Sorcerous Recovery getting additional uses at level 10 and 20 but in the text describing the ability you state they get additional uses at levels 6 and 18.

The 2nd level feature giving the ability to change the damage type just seems uninspiring. I don't know, I can't really put my finger on it. The other half of it being able to change the save stat seems a bit too much at 2nd level. Even on a short rest use.

Your metamagic seems to leave a lot of the metamagic abilities out that made the Sorcerer stand out from the wizard. Quicken spell, twin spell, careful spell, extended spell, subtle spell. Also doubling down on spell slot usage to fuel metamagic will just make the Sorcerer burn through their spell slots twice as fast and out of breath early relying on cantrips for everything later in the adventuring day. With Sorcery points there was at least a separate (but transferable) pool for the metamagic to draw upon so you could at least cast the same number of spells as the wizard and still use metamagic. There is already a large crowd of players upset at the limited number of spells known and now you are essentially taking away spell slots to cast too. As it stands the wizard is a much better option just on sheer number of spell slots available to cast actual spells.

Hey, tell that to WotC, they're the ones that came with the boring elemental/save swap features :p

I'll probably just convert the 3.5 metamagic feat, with the ''cast with higher resource'' instead of ''spend more resources'' and remove spell secret.

I think with the 3/day spell slot recoveries, the Sorcerer do get more spell slots/day than wizard, but as said before, I dont do math, so its more a gut feel more than anything else.

Repeat Spell: A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell’s actual level. Repeat Spell cannot be used on spells with a range of touch.

Maximize Spell:All variable, numeric effects of a spell modified by this feature are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

Widen spell: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area are doubled. A widened spell uses up a spell slot two levels higher than the spell’s actual level.

Quicken Spell: Casting a quickened spell is a bonus action. You may cast only one quickened spell per round. A spell whose casting time is more than 1 an action cannot be quickened. A quickened spell uses up a spell slot three levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

Alchemical SpellWhen employing a spell with the acid, cold, lightning, fire, or thunder type, you can modify the spell to use your chosen type of energy instead. You choose one type of energy: acid, cold, lightning, fire, or thunder. An alchemical spell uses up a spell slot one level higher than the spell’s actual level.

Disguise SpellYou have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into subtle motions so that others rarely catch you in the act of casting a spell. You ignore the Verbal and Somatic component of the spell. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell’s actual level.

Heighten Spell Targets of the spell have disadvantage on the first saving throw of this spell. An heightened spell uses up a spell slot two level higher than the spell actual level.
 

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Ok, I'm done with the class chassis of the Mystic-to-sorcerer. Its really cool, feels way more different, but I fear its a little more complicated than desired.

The Sorcerer
Level Proficiency Bonus Features Cantrips Known Manifestations Known Sorcery Points Sorcery Limit
1st +2 Manifestation, Sorcerous Origin 3 2 4 2
2nd +2 Mystical Recovery 3 2 6 2
3rd +2 — 3 3 14 3
4th +2 Ability Score Improvement 3 3 17 3
5th +3 Spell Eater 4 3 27 5
6th +3 Sorcerous Origin Feature 4 3 32 5
7th +3 ─ 4 4 38 6
8th +3 Ability Score Improvement 4 4 44 6
9th +4 Consumptive Power 4 4 57 6
10th +4 ─ 4 5 64 7
11th +4 Create Dweomer 5 5 64 7
12th +4 Ability Score Improvement 5 5 64 7
13th +5 Create Dweomer (2/Day) 5 5 64 7
14th +5 Sorcerous Origin Feature 5 5 64 7
15th +5 ─ 6 6 64 7
16th +5 Ability Score Improvement 6 6 64 7
17th +6 Create Dweomer (3/Day) 6 6 71 7
18th +6 Sorcerous Origin Feature 6 6 71 7
19th +6 Ability Score Improvement 6 6 71 7
20th +6 Arcane Apotheosis 6 6 71 7
Class Features
As a Sorcerer, you gain the following class features

Hit Points
Hit Dice: 1d6 per Sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Simple
Tools: One of your choice of Artisan's Tools or Musical Instrument
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Intimidation, Persuasion or Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a light crossbow and 20 bolts or (b) a spear
(a) 5 javelins or (b) a quaterstaff
(a) a scholar pack or (b) a dungeonner pack
2 daggers
Spell Manifestation
At 1st level, as a master of the arcane, you can muster and use cantrips and manifestation, the rules for which appear at the end of this document. Manifesting is a special form of magic use, distinct from spellcasting.

Cantrips
At 1st level, you know three cantrips of your choice. You learn additional cantrips of your choice at higher levels.

Manifestation
A manifestation is a rigid set of mental and bodily exercises that allows a mystic to manifest arcane power. A sorcerer masters only a few disciplines at a time.

At 1st level, you know two manifestation given by your origin. The Manifestation Known column of the Sorcerer table shows the total number of manifesations you know at each level; when that number goes up for you, choose a new manifestation.

Sorcery Points
You have an internal reservoir of energy that can
be devoted to manifestation you know. This energy is represented by sorcery points. Each manifesation describes effects you can create with it by spending a certain number of sorcery points. The number of sorcery points you have is based on your sorcerer level, as shown in the Sorcery Points column of the Sorcerer table. Your sorcery point total returns to its maximum when you finish a long rest.

Sorcery Limit
Though you have access to a potent amount of arcane energy, it takes training and practice to channel that energy. There is a limit on the number of sorcery points you can spend to activate a manifestation. The limit is based on your Sorcerer level, as shown in the Sorcery Limit column of the Sorcerer table.

Manifestation Ability
Charisma is your ability for your Manifestations. You use your Charisma modifier when setting the saving throw DC for a manifestation or when making an attack roll with one.

Manifestation save DC = 8 + your proficiency bonus + your Charisma modifier

Manifestation attack modifier = your proficiency bonus + your Charisma modifier

Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Divine Soul, Shadow or Storm, all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Mystical Recovery
Starting at 2nd level, you can draw vigor from the arcane energy you use to power your manifestations. Immediately after you spend sorcery points on a manifestation, you can take a bonus action to regain hit points equal to the number of sorcery points you spent.

Spell Eater
At 5th level, your body can consume the magical energy manifested in spells. You can manifest Dispel Magic for 5 sorcery points which does not count as against your manifestations known limit. When you dispel a magic effect with this features, you regain a number of hit points equals to five times the spell level of the dispelled effect. You can also devour magic straight from magic items. You can expand charges from a magic item to regain hit points equals to twice the number of charges spent.

Consumptive Power
At 10th level, you gain the ability to sacrifice your physical durability in exchange for arcane power. When activating a manifestation, you can pay its sorcery point cost with your hit points, instead of using any sorcery points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. If you use this feature more than once before you finish a long rest, the hit points cost increase by 5 each time. This feature resets when you finish a long rest.

Create Dweomer
Beginning at 11th level, your mastery of arcane energy allows you to push your body beyond its normal limits. As an action, you gain 9 special sorcery points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one manifestation, or you can spread them across multiple manifestation. You can’t also spend your normal sorcery points on these manifestations; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent.

If more than one of the manifestations you activate with these points require concentration, you can concentrate on all of them. At 15th level, the pool of psi points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, and 17th level.

Arcane Apotheosis
At 20th level, your mastery of mystic power causes your powers to transcend the bodyly limits. Your physical form is infused with psionic energy. You gain the following benefits:

• You gain resistance to two energy type of your choice.

• You no longer age.

• You are immune to disease, poison damage, and the poisoned condition.

• You have advantage on death saving throws.
 

Mystic-to-sorcerer manifestation list
Aura Sight
Adaptive Body
Bestial Form
Brute Force
Corrosive Metabolism
Crown of Despair
Crown of Rage
Giant Growth
Intellect Fortress
Iron Durability
Mantle of Awe
Mantle of Command
Mantle of Courage
Mantle of Fear
Mantle of Fury
Mantle of Joy
Mastery of Air
Mastery of Fire
Mastery of Ice
Mastery of Light and Darkness
Mastery of Water
Mastery of Weather
Nomadic Step
Psychic Disruption
Psychic Phantoms
Third Eye

Manifestation at 1st level per Bloodline

Draconic: Bestial Form + choice (mastery of ice, corrosive metabolism, mastery of fire, mastery of water, mastery of weather, depending on dragon color)

Wild: Psychic Disruption + choice of Psychic Phantom, Nomadic Step, Intellect Fortress, Mantle of Fury

Shadow: Crown of Despair + choice of Aura Sight Psychic Phantoms, Mastery of light and shadow, Mantle of Fear

Divine: Mantle of Command + choice of Mantle of Awe, Mantle of Joy, Mantle of Courage, Giant Growth

Storm: Weather Mastery + choice of Mastery of Air, Mastery of Cold, Adaptive Body, Mastery of Water
 


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