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Sorcerer class improvement house rule
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<blockquote data-quote="DND_Reborn" data-source="post: 7823079" data-attributes="member: 6987520"><p>Our table changed Sorcerers from CHA-based casters to CON-based, granting saves in CON and INT. We felt there were too many CHA-based caster classes. Here are the new features our table added to Sorcerer:</p><p></p><p><strong>Magic in All Things</strong></p><p>Beginning at 2nd level, you can learn a number of spells from any class spell list provided it is of a spell level you can normally cast. These spells are considered Sorcerer spells for you and use your Constitution as your spellcasting modifier.</p><p></p><p>You are still limited by the total number of spells known by your level in this class. The number of spells you can learn in this way is limited by your Constitution modifier.</p><p></p><p><strong>Arcane Armor</strong></p><p>Beginning at 5th level, when you cast a sorcerer spell on your turn, you can use your bonus action to gain a bonus to your AC equal to the spell level you cast. This bonus lasts until the start of your next turn.</p><p></p><p>You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p><p></p><p><strong>Feed the Soul</strong></p><p>Beginning at 11th level, you can use your Bonus action to gain a number of sorcery points up to the maximum granted by your level in this class. For every two sorcery points you gain, you lose one point of Constitution. Your maximum hit points are reduced according to your lowered Constitution score. If your maximum hit points fall below your current hit points, your current hit points are equal to your new maximum hit points.</p><p></p><p>You regain one point of Constitution per hour of rest and cannot spend Hit Dice during this rest. Your maximum hit points return to normal when your Constitution score is fully recovered. If you reduce your Constitution score to 0, you fall unconscious at the end of your turn, and will not awaken until one hour has past and your Constitution score is above 0.</p><p></p><p><strong>Eyes of Two Worlds</strong></p><p>Starting at 14th level, you cannot be blinded by any means, although you. You have darkvision with a range of 120 feet. You have advantage on Wisdom (Perception) checks to notice hidden creatures or objects. Creatures that are hidden from you no longer have advantage when attacking you.</p><p></p><p><strong>Unearthly Recovery</strong></p><p>Beginning at 18th level, as a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7823079, member: 6987520"] Our table changed Sorcerers from CHA-based casters to CON-based, granting saves in CON and INT. We felt there were too many CHA-based caster classes. Here are the new features our table added to Sorcerer: [B]Magic in All Things[/B] Beginning at 2nd level, you can learn a number of spells from any class spell list provided it is of a spell level you can normally cast. These spells are considered Sorcerer spells for you and use your Constitution as your spellcasting modifier. You are still limited by the total number of spells known by your level in this class. The number of spells you can learn in this way is limited by your Constitution modifier. [B]Arcane Armor[/B] Beginning at 5th level, when you cast a sorcerer spell on your turn, you can use your bonus action to gain a bonus to your AC equal to the spell level you cast. This bonus lasts until the start of your next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. [B]Feed the Soul[/B] Beginning at 11th level, you can use your Bonus action to gain a number of sorcery points up to the maximum granted by your level in this class. For every two sorcery points you gain, you lose one point of Constitution. Your maximum hit points are reduced according to your lowered Constitution score. If your maximum hit points fall below your current hit points, your current hit points are equal to your new maximum hit points. You regain one point of Constitution per hour of rest and cannot spend Hit Dice during this rest. Your maximum hit points return to normal when your Constitution score is fully recovered. If you reduce your Constitution score to 0, you fall unconscious at the end of your turn, and will not awaken until one hour has past and your Constitution score is above 0. [B]Eyes of Two Worlds[/B] Starting at 14th level, you cannot be blinded by any means, although you. You have darkvision with a range of 120 feet. You have advantage on Wisdom (Perception) checks to notice hidden creatures or objects. Creatures that are hidden from you no longer have advantage when attacking you. [B]Unearthly Recovery[/B] Beginning at 18th level, as a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest. [/QUOTE]
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