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Simple Sorcerer

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Let's say I find the whole sorcery points thing for sorcerer a little uninteresting. I create an alternate sorcerer class by merging the Lore master wizard UA with the base Sorcerer to make a sorcerer that uses spell slots to fuel extra effects and gave them more spell slot recovery than the Wizard to get the whole ''less spells, more spell slots'' of previous sorcerers. So, as before, I'd appreciate if some of you gave a look at the final result and suggest some modification if something is broken.

Sorcerer v4

Alternate Class

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped bya conjured wind, a half.elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground. a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence. or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
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: Club, daggers, darts, slings, quaterstaffs, spears, light crossbows
  • Tools: One of your choice


  • Saving Throws: Constitution, Charisma
  • Skills: Choose two Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) a light crossbow
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer"s pack
  • Two daggers
Spellcasting


An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
CANTRIPS

At 1st leveI, you know four cantrips of your choice from the sorcerer spelllist. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

SPELL SLOTS
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain ali expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER
you know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

SPELLCASTING ABILITY
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition. you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier= your proficiency bonus + your Charisma modifier

SPELLCASTING FOCUS
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.

Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both 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.

Sorcerous Recovery
At second level, you have learned to regain some of your magical energy by digging deeper in your mystic reserve. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You can use this feature one more time at sorcerer level 6 and 18.

Metamagic
At 3rd level, you learn to augment spells in a variety of ways. When you cast a spell with a sorcerer spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

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 Spell: When 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 Spell: You 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.

The Sorcerer

[TABLE="width: 681"]
[TR]
[TH="align: center"]Level[/TH]
[TH="align: center"]Proficiency Bonus[/TH]
[TH="align: left"]Features[/TH]
[TH="align: center"]Cantrips Known[/TH]
[TH="align: center"]Spells Known[/TH]
[TH="align: center"]1st[/TH]
[TH="align: center"]2nd[/TH]
[TH="align: center"]3rd[/TH]
[TH="align: center"]4th[/TH]
[TH="align: center"]5th[/TH]
[TH="align: center"]6th[/TH]
[TH="align: center"]7th[/TH]
[TH="align: center"]8th[/TH]
[TH="align: center"]9th[/TH]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]1st[/TD]
[TD="align: center"]+2[/TD]
[TD]Spellcasting, Sorcerous Origin[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR]
[TD="align: center"]2nd[/TD]
[TD="align: center"]+2[/TD]
[TD]Spell Secret, Sorcerous Recovery (1 Use)[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]3rd[/TD]
[TD="align: center"]+2[/TD]
[TD]Metamagic[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR]
[TD="align: center"]4th[/TD]
[TD="align: center"]+2[/TD]
[TD]Ability Score Improvement,[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]5[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]5th[/TD]
[TD="align: center"]+3[/TD]
[TD]—[/TD]
[TD="align: center"]5[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR]
[TD="align: center"]6th[/TD]
[TD="align: center"]+3[/TD]
[TD]Sorcerous Origin feature[/TD]
[TD="align: center"]5[/TD]
[TD="align: center"]7[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]7th[/TD]
[TD="align: center"]+3[/TD]
[TD]—[/TD]
[TD="align: center"]5[/TD]
[TD="align: center"]8[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR]
[TD="align: center"]8th[/TD]
[TD="align: center"]+3[/TD]
[TD]Ability Score Improvement[/TD]
[TD="align: center"]5[/TD]
[TD="align: center"]9[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]9th[/TD]
[TD="align: center"]+4[/TD]
[TD]—[/TD]
[TD="align: center"]5[/TD]
[TD="align: center"]10[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR]
[TD="align: center"]10th[/TD]
[TD="align: center"]+4[/TD]
[TD]Spell Eater, Sorcerous Recovery (2 Uses)[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]11[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]11th[/TD]
[TD="align: center"]+4[/TD]
[TD]—[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]12[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR]
[TD="align: center"]12th[/TD]
[TD="align: center"]+4[/TD]
[TD]Ability Score Improvement[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]12[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]13th[/TD]
[TD="align: center"]+5[/TD]
[TD]—[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]13[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR]
[TD="align: center"]14th[/TD]
[TD="align: center"]+5[/TD]
[TD]Sorcerous Origin feature[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]13[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]—[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]15th[/TD]
[TD="align: center"]+5[/TD]
[TD]—[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]14[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR]
[TD="align: center"]16th[/TD]
[TD="align: center"]+5[/TD]
[TD]Ability Score Improvement[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]14[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]—[/TD]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]17th[/TD]
[TD="align: center"]+6[/TD]
[TD]Master of Magic[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]15[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[/TR]
[TR]
[TD="align: center"]18th[/TD]
[TD="align: center"]+6[/TD]
[TD]Sorcerous Origin feature[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]15[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[/TR]
[TR="bgcolor: #E0E5C1"]
[TD="align: center"]19th[/TD]
[TD="align: center"]+6[/TD]
[TD]Ability Score Improvement[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]15[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[/TR]
[TR]
[TD="align: center"]20th[/TD]
[TD="align: center"]+6[/TD]
[TD]Sorcerous Recovery (3 Uses)[/TD]
[TD="align: center"]6[/TD]
[TD="align: center"]15[/TD]
[TD="align: center"]4[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]3[/TD]
[TD="align: center"]2[/TD]
[TD="align: center"]1[/TD]
[TD="align: center"]1[/TD]
[/TR]
[/TABLE]


Spell Eater
At level 10, your body can consume the magical energy manifested in spells. You gain the Dispel Magic as a sorcerer's spell which does not count as against your spell known limit. When you dispel a magic effect with this spell, 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.

Spell Siphon
At 14th level,
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you drain the magic of the spell if it is at least 1st leveI and of a level you can cast (it doesn't need to be a sorcerer spell). For the next 8 hours, you know the spell and can cast it using your spell slot. The creature can't cast that spell until the 8 hours have passed. Once you use this feature, you can't use it again until you finish a short rest.

Alternate Feature: Draconic Bloodline


Elemental Affinity
You can spend a 1st level spell slot to gain resistance to the triggering damage type for 1 hour.

Draconic Presence
You can spend a 5th level spell slot to channel the fearsome aura of the dragon for 1 minute.

Alternate Feature: Wild Magic Bloodline

Bend Luck
You can spend a 2nd level spell slot to add or remove 1d4 to the desired roll.

Spell Bombardment

This features can be applied a number of dice equals to your Charisma modifier (minimum 1) per turn.

Alternate Feature: Divine Soul Origin


Favored by the Gods
Upon gaining this feature, you can choose instead to gain proficiency with Light and Medium armor, shield and one martial weapon of your choice.

Empowered Healing

At level 6, you can decide to replace this feature with Extra Attack, allowing you to make a second attack when you take the Attack action.

Alternate Feature: Shadow Origin


Eyes of the Dark
This feature allows you to see in magical darkness no matter its origin.

Hounds of Ill-Omen

This features requires a 2nd level spell slot.

Umbral Form

This feature requires a 5th level spell slot.
 
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I do not get the Spell Secret ability. When you cast a spell with an energy type you can change the saving throw save ability, from a dex save to int or something. I think this is a bit powerful. To make a save for fighters looking types int saves instead of Con saves and make casters use Str saves.
 

I do not get the Spell Secret ability. When you cast a spell with an energy type you can change the saving throw save ability, from a dex save to int or something. I think this is a bit powerful. To make a save for fighters looking types int saves instead of Con saves and make casters use Str saves.

Spell secret (as per UA Warlock and Wizard) is two things in one:
1) When you cast a spell with a specific energy type, you can change the damage type (Lightning ball instead of fire ball, for example). This one is ''at-will''.
2) Once per rest, you can change the require save of a spell to another (Fireball now require a Wis save instead of a Dex save).

This was a feature given to the Lore master wizard in UA. I might change it to create a single ability where you would be able to modify the element of a spell X time/long or short rest, and the new element would dictate the new save (Con for Cold, Dex for Acid, Con for Thunder etc)
 

I do have to say that I really, really like Spell Eater, and if you changed master of magic to be more like Spell Thief, I would be good with that too.

The "you can change the damage type" feels unimaginative. Much more interesting is:

At 3rd level, you master the first in a series of
arcane secrets of your bloodline. When you cast a spell with a sorcerer's spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can spend a sorcery point (or a spell slot) to add 1dX points of damage per target per spell point (level of spell slot) of a type specified by your sorcerous origin. At level Y, the damage per sorcery point (spell slot) increases to 1dZ, etc. It seems like that would fulfill any sort of "does something with magic that no else can" requirement.

I would fold in metamagic with font of magic at 2nd level.
 

I do have to say that I really, really like Spell Eater, and if you changed master of magic to be more like Spell Thief, I would be good with that too.

The "you can change the damage type" feels unimaginative. Much more interesting is:

At 3rd level, you master the first in a series of
arcane secrets of your bloodline. When you cast a spell with a sorcerer's spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can spend a sorcery point (or a spell slot) to add 1dX points of damage per target per spell point (level of spell slot) of a type specified by your sorcerous origin. At level Y, the damage per sorcery point (spell slot) increases to 1dZ, etc. It seems like that would fulfill any sort of "does something with magic that no else can" requirement.

I would fold in metamagic with font of magic at 2nd level.

I like it. I'll probably modify the +2d10 force damage metamagic to 1d8 per added spell slot level (1d10 at level 11) of a type specified by the origin.

Draconic: Based on dragon color
Storm: Thunder
Shadow: Psychic
Wild: Force
Divine: Radiant or Necrotic

One question: would it be simpler to have metamagicked spell cost a higher level slot (like in 3.5) rather than costing added slots?

For the moment I'm converting the Mystic to another variant of the sorcerer to see what the result would and if I like it better than my current variant.
 

Actually on thinking about it more, I would leave font of magic and metamagic as is and change the 6th level origin feature to be:

When you cast a spell with a sorcerer's spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you add 1d6 damage per target (or ray, missile, etc.) based on your origin. This damage increases to 1d8 at level 14 and 1d12 at level 18. Low damage added, but it encourages you to use magic missile, fireball, etc.--show the ranger who the real horde breaker is, and it doesn't cost any points or spell slots (and is easier for the DM to keep track of).

I decided the previous version was too restrictive at low level (you would be stuck doing it once at a serious cost for a long time).

Divine: radiant
Draconic: by breath type
Shadow: necrotic
Storm: I know everyone loves lightning, but no one is using thunder, so at least you wouldn't confuse the storm sorcerer with the blue dragon sorcerer if you used that.
Wild: psychic

Maybe save force for giant soul (at least for the cloud, hill, and stone giants).
 

I like it. I'll probably modify the +2d10 force damage metamagic to 1d8 per added spell slot level (1d10 at level 11) of a type specified by the origin.

Draconic: Based on dragon color
Storm: Thunder
Shadow: Psychic
Wild: Force
Divine: Radiant or Necrotic

One question: would it be simpler to have metamagicked spell cost a higher level slot (like in 3.5) rather than costing added slots?

For the moment I'm converting the Mystic to another variant of the sorcerer to see what the result would and if I like it better than my current variant.

In terms of tracking, 3.5-style enhanced upcasting is probably less work for the DM and player, and I like the story idea that the sorcerer is like a professional athlete who becomes really good at something specific, so much so that when they "turn it up", it is noticeably better than when other people do it.
 

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.
 

Thanks a lot for your help.

I'm working on my Mystic-to-Sorcerer for the moment, and I must say I think I like it better. Its really different from ''just another spellcaster''.

I'll post the result later today.
 

Thanks a lot for your help.

I'm working on my Mystic-to-Sorcerer for the moment, and I must say I think I like it better. Its really different from ''just another spellcaster''.

I'll post the result later today.

I look forward to it. The first thing I thought when I saw the Mystic was "this is the sorcerer class we have been looking for."
 

Into the Woods

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