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<blockquote data-quote="Kinematics" data-source="post: 7995333" data-attributes="member: 6932123"><p>A bit more design work.</p><p></p><p></p><p>Sorcerer</p><ul> <li data-xf-list-type="ul">1st Level<ul> <li data-xf-list-type="ul">Spellcasting - Standard.</li> <li data-xf-list-type="ul">Innate Spellcasting - You may cast any innate spells granted through your Origin using a number of sorcery points equal to the level of the spell.</li> <li data-xf-list-type="ul">Innate Metamagic - If you cast a spell using Innate Spellcasting, you may gain special benefits from doing so. [Simple list at the main class level]</li> </ul></li> <li data-xf-list-type="ul">2nd level<ul> <li data-xf-list-type="ul">Font of Magic - You may exchange spell slots for sorcery points, and vice versa.</li> </ul></li> <li data-xf-list-type="ul">10th level<ul> <li data-xf-list-type="ul">Enhance Innate Spellcasting?</li> </ul></li> <li data-xf-list-type="ul">20th level<ul> <li data-xf-list-type="ul">Capstone.</li> </ul></li> </ul><p></p><p>Sorcerous Origin</p><ul> <li data-xf-list-type="ul">1st level<ul> <li data-xf-list-type="ul">Bonus spells are added to the Innate Spellcasting list.</li> <li data-xf-list-type="ul">Each bonus spell is granted an extra feature when cast using Innate Spellcasting.</li> <li data-xf-list-type="ul">Minor feature specific to the Origin, that should help set the tone for the Origin.</li> </ul></li> <li data-xf-list-type="ul">3rd level<ul> <li data-xf-list-type="ul">Useful bonus mechanic that helps set the Origin apart.</li> </ul></li> <li data-xf-list-type="ul">6th level<ul> <li data-xf-list-type="ul">Significant Origin feature. Some resistances or defensive tools.</li> </ul></li> <li data-xf-list-type="ul">10th level<ul> <li data-xf-list-type="ul">Enhance Innate Spellcasting?</li> </ul></li> <li data-xf-list-type="ul">14th level<ul> <li data-xf-list-type="ul">Origin feature (often for movement, such as flight or shadow walk)</li> </ul></li> <li data-xf-list-type="ul">17th level<ul> <li data-xf-list-type="ul">Extra feature?</li> </ul></li> <li data-xf-list-type="ul">18th level<ul> <li data-xf-list-type="ul">Origin feature</li> </ul></li> </ul><p></p><p>*************************</p><p></p><p>Categories of Origins</p><p></p><p>Bloodline — You carry some of the magic of your ancestors in your blood. Examples: Dragon, Giant, Demon, Djinni, Yuki-Onna, etc.</p><p></p><p>Concept — Some magical idea is embedded within your soul (possibly you were born with it, or maybe it was put there forcefully), and that shapes the type of magic you use. Examples: Storm, Shadow, Divine, Wild, Swordmage, Shaper (full metamagic user), etc.</p><p></p><p></p><p>*************************</p><p></p><p>Make the class a 1d8 hit die class?</p><p></p><p>Some entry level features:</p><p></p><p>Demon</p><ul> <li data-xf-list-type="ul">Proficiency in Deception</li> <li data-xf-list-type="ul">Curse (once per short rest, or CHA per long rest, 2d4 penalty on target creature's action)</li> <li data-xf-list-type="ul">Burning Hands @1 (poisons for one round if target failed save)</li> </ul><p>Divine</p><ul> <li data-xf-list-type="ul">Access to the divine magic spell list for learning spells</li> <li data-xf-list-type="ul">Favored by the Gods (once per short rest 2d4 bonus to a roll)</li> <li data-xf-list-type="ul">Bonus affinity spell @1</li> </ul><p>Djinni</p><ul> <li data-xf-list-type="ul">Proficiency in Persuasion</li> <li data-xf-list-type="ul">Disguise Self @1 (can apply to any object you're holding instead, which can leave your person and retain the illusion)</li> <li data-xf-list-type="ul">Detect Magic</li> </ul><p>Dragon</p><ul> <li data-xf-list-type="ul">Proficiency in Intimidation</li> <li data-xf-list-type="ul">False Life (reflavor) @1</li> <li data-xf-list-type="ul">Hellish Rebuke uses the element of your dragon ancestor @1 (can attempt to Intimidate when used; save vs Fear for one round)</li> </ul><p>Giant</p><ul> <li data-xf-list-type="ul">Proficiency in simple weapons</li> <li data-xf-list-type="ul">Spellcasting ability for innate spells is Strength instead of Charisma</li> <li data-xf-list-type="ul">+1 HP per level</li> <li data-xf-list-type="ul">Earth Tremor @1</li> <li data-xf-list-type="ul">Enlarge/Reduce @3</li> </ul><p>Shadow</p><ul> <li data-xf-list-type="ul">120' darkvision</li> <li data-xf-list-type="ul">Proficiency in Stealth</li> <li data-xf-list-type="ul">Strength of the Grave</li> <li data-xf-list-type="ul">Darkness @3 (can see through own darkness)</li> </ul><p>Shaper</p><ul> <li data-xf-list-type="ul">Can change the element of any elementally damaging spell to any elemental type you wish @1</li> <li data-xf-list-type="ul">Metamagic choices @3</li> </ul><p>Storm</p><ul> <li data-xf-list-type="ul">Tempestuous Magic (evolve to Levitation at higher levels)</li> <li data-xf-list-type="ul">Gust cantrip (may be used as a bonus action)</li> <li data-xf-list-type="ul">Thunderwave @1 (targets that failed their saves lose their reactions)</li> <li data-xf-list-type="ul">Storm Guide @3</li> </ul><p>Swordmage</p><ul> <li data-xf-list-type="ul">Weapon and armor proficiencies</li> <li data-xf-list-type="ul">Mage Armor @1</li> <li data-xf-list-type="ul">Magic Weapon @3 (may choose a damage element type for the weapon)</li> </ul><p>Wild</p><ul> <li data-xf-list-type="ul">Wild Magic Surge</li> <li data-xf-list-type="ul">Tides of Chaos</li> <li data-xf-list-type="ul">Chaos Bolt @1 (if rolling on the magic surge table, may roll twice and choose)</li> </ul><p>Yuki-Onna</p><ul> <li data-xf-list-type="ul">Proficiency in Persuasion</li> <li data-xf-list-type="ul">Charm Person @1 (may drain life from charmed target)</li> <li data-xf-list-type="ul">Ice Knife @1 (may create Fog Cloud from explosion that dissipates in one round)</li> </ul><p>*************************</p><p></p><p>Needs more refinement, but seems to be coming along reasonably well.</p><p></p><p>I think I'm going to drop the idea of using normal spell slots to cast innate spells.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7995333, member: 6932123"] A bit more design work. Sorcerer [LIST] [*]1st Level [LIST] [*]Spellcasting - Standard. [*]Innate Spellcasting - You may cast any innate spells granted through your Origin using a number of sorcery points equal to the level of the spell. [*]Innate Metamagic - If you cast a spell using Innate Spellcasting, you may gain special benefits from doing so. [Simple list at the main class level] [/LIST] [*]2nd level [LIST] [*]Font of Magic - You may exchange spell slots for sorcery points, and vice versa. [/LIST] [*]10th level [LIST] [*]Enhance Innate Spellcasting? [/LIST] [*]20th level [LIST] [*]Capstone. [/LIST] [/LIST] Sorcerous Origin [LIST] [*]1st level [LIST] [*]Bonus spells are added to the Innate Spellcasting list. [*]Each bonus spell is granted an extra feature when cast using Innate Spellcasting. [*]Minor feature specific to the Origin, that should help set the tone for the Origin. [/LIST] [*]3rd level [LIST] [*]Useful bonus mechanic that helps set the Origin apart. [/LIST] [*]6th level [LIST] [*]Significant Origin feature. Some resistances or defensive tools. [/LIST] [*]10th level [LIST] [*]Enhance Innate Spellcasting? [/LIST] [*]14th level [LIST] [*]Origin feature (often for movement, such as flight or shadow walk) [/LIST] [*]17th level [LIST] [*]Extra feature? [/LIST] [*]18th level [LIST] [*]Origin feature [/LIST] [/LIST] ************************* Categories of Origins Bloodline — You carry some of the magic of your ancestors in your blood. Examples: Dragon, Giant, Demon, Djinni, Yuki-Onna, etc. Concept — Some magical idea is embedded within your soul (possibly you were born with it, or maybe it was put there forcefully), and that shapes the type of magic you use. Examples: Storm, Shadow, Divine, Wild, Swordmage, Shaper (full metamagic user), etc. ************************* Make the class a 1d8 hit die class? Some entry level features: Demon [LIST] [*]Proficiency in Deception [*]Curse (once per short rest, or CHA per long rest, 2d4 penalty on target creature's action) [*]Burning Hands @1 (poisons for one round if target failed save) [/LIST] Divine [LIST] [*]Access to the divine magic spell list for learning spells [*]Favored by the Gods (once per short rest 2d4 bonus to a roll) [*]Bonus affinity spell @1 [/LIST] Djinni [LIST] [*]Proficiency in Persuasion [*]Disguise Self @1 (can apply to any object you're holding instead, which can leave your person and retain the illusion) [*]Detect Magic [/LIST] Dragon [LIST] [*]Proficiency in Intimidation [*]False Life (reflavor) @1 [*]Hellish Rebuke uses the element of your dragon ancestor @1 (can attempt to Intimidate when used; save vs Fear for one round) [/LIST] Giant [LIST] [*]Proficiency in simple weapons [*]Spellcasting ability for innate spells is Strength instead of Charisma [*]+1 HP per level [*]Earth Tremor @1 [*]Enlarge/Reduce @3 [/LIST] Shadow [LIST] [*]120' darkvision [*]Proficiency in Stealth [*]Strength of the Grave [*]Darkness @3 (can see through own darkness) [/LIST] Shaper [LIST] [*]Can change the element of any elementally damaging spell to any elemental type you wish @1 [*]Metamagic choices @3 [/LIST] Storm [LIST] [*]Tempestuous Magic (evolve to Levitation at higher levels) [*]Gust cantrip (may be used as a bonus action) [*]Thunderwave @1 (targets that failed their saves lose their reactions) [*]Storm Guide @3 [/LIST] Swordmage [LIST] [*]Weapon and armor proficiencies [*]Mage Armor @1 [*]Magic Weapon @3 (may choose a damage element type for the weapon) [/LIST] Wild [LIST] [*]Wild Magic Surge [*]Tides of Chaos [*]Chaos Bolt @1 (if rolling on the magic surge table, may roll twice and choose) [/LIST] Yuki-Onna [LIST] [*]Proficiency in Persuasion [*]Charm Person @1 (may drain life from charmed target) [*]Ice Knife @1 (may create Fog Cloud from explosion that dissipates in one round) [/LIST] ************************* Needs more refinement, but seems to be coming along reasonably well. I think I'm going to drop the idea of using normal spell slots to cast innate spells. [/QUOTE]
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