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<blockquote data-quote="ManBagel" data-source="post: 7984849" data-attributes="member: 7022714"><p>So I have seen a lot of chats fixing sorcerer and I was wondering how the best way to fix it would be. I have a few examples on what I think would help sorcerers.</p><p></p><p>• Origin Spells</p><p> I would say origin spells aren’t like normal subclass spells. I think like Divine Soul you should get a list and you can pick out 2 every time you gain a new level of spell slot until you reach 9th level. I’m not saying a class list for each sorcerer but a list for each one like Storm gets Gust of Wind, Summon Wind </p><p>Elemental and access to spells that make</p><p>sense for that class.</p><p></p><p>• Spell Casting Modifier Change</p><p>Is it just me or is it stupid that charisma is the spell casting modifier? I think it should be swapped to constitution instead. Constitution makes more sense you are casting with yourself as the conduit. Intelligence makes sense for an artificier and Wizard since they learned how to cast spells and bend the weave. Wisdom makes sense for Nature Casters and Clerics is because they are calling upon primal magic. Charisma makes sense for Paladins because there belief in there oath is strengthened by there personality and warlocks being more likable by there patrons granting them more power. Bards are Charisma casters because they are performers and that is what performance is in DnD. Sorcerers make very little since why they are Charisma Casters. Does there magic increase there force of personality? Constitution makes far more since with them being a conduit of magic. They are a knot in the weave. Am I the only one that finds this weird? Something else this would do is make proficiency in those Constitution Saves a bit better.</p><p></p><p>•Sorcery Points back on a Short Rest</p><p>I think you should be able to regain half your sorcery points on a short rest. The Maximum amount of extra spell slots is equal to your constitution modifier. This makes sorcerers more viable since there Metamagic can be used more freely then. The Spell slot limit is to make sorcerers have extra slots, but more limited, making the Sorlock not have limitless spell slots of low levels given time. The sorcerer can have the same amount of extra spell slots as a Sorlock besides the slots on a short rest.</p><p></p><p>• More stuff to do with sorcery points</p><p>The following is UA made for sorcerer. I did not create the following.</p><p></p><p>Empowering Reserves</p><p>When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.</p><p></p><p>Imbuing Touch</p><p>As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.</p><p></p><p>Sorcerous Fortitude</p><p>As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled. The temporary hit points last until you take a short or long rest.</p><p></p><p>• Proficiencies Fixed</p><p>A simple change for sorcerer is to make them proficient with simple weapons. The reason why just simple weapons is because adding light armor proficiency makes draconic sorcerer 13+Dexterity not as powerful. Allowing 12+Dexterity if you pay a little is a bit dumb. Simple Weapons allows some melee utility.</p><p></p><p>• No need for a Wand for waving your hands</p><p>Sorcerers should only need to speak to cast spells. Somatic and Material Components should not be needed for a sorcerers spells. Spells from other classes? Yes. Sorcerer shouldn’t need a wand or staff unless they want it for flavor.</p><p></p><p>Now I agree that not all of these should be added to sorcerer, but they should be considered. They should be taken with a grain of salt since I typed what came to my head.</p></blockquote><p></p>
[QUOTE="ManBagel, post: 7984849, member: 7022714"] So I have seen a lot of chats fixing sorcerer and I was wondering how the best way to fix it would be. I have a few examples on what I think would help sorcerers. • Origin Spells I would say origin spells aren’t like normal subclass spells. I think like Divine Soul you should get a list and you can pick out 2 every time you gain a new level of spell slot until you reach 9th level. I’m not saying a class list for each sorcerer but a list for each one like Storm gets Gust of Wind, Summon Wind Elemental and access to spells that make sense for that class. • Spell Casting Modifier Change Is it just me or is it stupid that charisma is the spell casting modifier? I think it should be swapped to constitution instead. Constitution makes more sense you are casting with yourself as the conduit. Intelligence makes sense for an artificier and Wizard since they learned how to cast spells and bend the weave. Wisdom makes sense for Nature Casters and Clerics is because they are calling upon primal magic. Charisma makes sense for Paladins because there belief in there oath is strengthened by there personality and warlocks being more likable by there patrons granting them more power. Bards are Charisma casters because they are performers and that is what performance is in DnD. Sorcerers make very little since why they are Charisma Casters. Does there magic increase there force of personality? Constitution makes far more since with them being a conduit of magic. They are a knot in the weave. Am I the only one that finds this weird? Something else this would do is make proficiency in those Constitution Saves a bit better. •Sorcery Points back on a Short Rest I think you should be able to regain half your sorcery points on a short rest. The Maximum amount of extra spell slots is equal to your constitution modifier. This makes sorcerers more viable since there Metamagic can be used more freely then. The Spell slot limit is to make sorcerers have extra slots, but more limited, making the Sorlock not have limitless spell slots of low levels given time. The sorcerer can have the same amount of extra spell slots as a Sorlock besides the slots on a short rest. • More stuff to do with sorcery points The following is UA made for sorcerer. I did not create the following. Empowering Reserves When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check. Imbuing Touch As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. Sorcerous Fortitude As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled. The temporary hit points last until you take a short or long rest. • Proficiencies Fixed A simple change for sorcerer is to make them proficient with simple weapons. The reason why just simple weapons is because adding light armor proficiency makes draconic sorcerer 13+Dexterity not as powerful. Allowing 12+Dexterity if you pay a little is a bit dumb. Simple Weapons allows some melee utility. • No need for a Wand for waving your hands Sorcerers should only need to speak to cast spells. Somatic and Material Components should not be needed for a sorcerers spells. Spells from other classes? Yes. Sorcerer shouldn’t need a wand or staff unless they want it for flavor. Now I agree that not all of these should be added to sorcerer, but they should be considered. They should be taken with a grain of salt since I typed what came to my head. [/QUOTE]
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