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Sorcerer class improvement house rule
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<blockquote data-quote="Shiroiken" data-source="post: 7823595" data-attributes="member: 6775477"><p>The base sorcerer is fine. Just like in 3E, where they were introduced, they have less spell selection, but more oomph for their spells. By spending SP, they can either have more spells per day, do extra things with their spells, or some combination of both once they hit 5th level or so. My issue with the sorcerer is in the sub-classes, which vary greatly.</p><p></p><p>Dragon - the only thing needed to make this better is more spells. Not more spells known, but more elemental spells printed. As is, there's only enough fire spells to make them viable, but by adding more spell options the others will work fine.</p><p></p><p>Wild - this is actually a really good sub-class, but it's too dependent on the DM to trigger, especially tides of chaos. The other downside is that it is possible, albeit unlikely, to cause a TPK by dropping a fireball on you and your allies at low levels (I suffered this at level 1, and it sucks for everyone). This can be fixed by simply working with your DM.</p><p></p><p>Storm - this is really bad IMO. Tempestuous Magic and Heart of the Storm both imply the character is meant for melee, which is a TERRIBLE place for them to be with no armor and 1d6 HD. If Tempestuous Magic gave more like 30 feet and Heart of the Storm targeted a single creature within 30 ft, it would be perfectly fine. As is, it's simply a great way to get killed.</p><p></p><p>Divine - amazing. </p><p></p><p>Shadow - haven't seen anyone play, but I would think that its abilities are too dependent on the use of SP, which takes away from the base class. I would allow Eyes of the Dark to simply allow you to see through your own cast darkness spell, and reduce the cost of the Hound to 2 SP or limit it to once per long rest.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7823595, member: 6775477"] The base sorcerer is fine. Just like in 3E, where they were introduced, they have less spell selection, but more oomph for their spells. By spending SP, they can either have more spells per day, do extra things with their spells, or some combination of both once they hit 5th level or so. My issue with the sorcerer is in the sub-classes, which vary greatly. Dragon - the only thing needed to make this better is more spells. Not more spells known, but more elemental spells printed. As is, there's only enough fire spells to make them viable, but by adding more spell options the others will work fine. Wild - this is actually a really good sub-class, but it's too dependent on the DM to trigger, especially tides of chaos. The other downside is that it is possible, albeit unlikely, to cause a TPK by dropping a fireball on you and your allies at low levels (I suffered this at level 1, and it sucks for everyone). This can be fixed by simply working with your DM. Storm - this is really bad IMO. Tempestuous Magic and Heart of the Storm both imply the character is meant for melee, which is a TERRIBLE place for them to be with no armor and 1d6 HD. If Tempestuous Magic gave more like 30 feet and Heart of the Storm targeted a single creature within 30 ft, it would be perfectly fine. As is, it's simply a great way to get killed. Divine - amazing. Shadow - haven't seen anyone play, but I would think that its abilities are too dependent on the use of SP, which takes away from the base class. I would allow Eyes of the Dark to simply allow you to see through your own cast darkness spell, and reduce the cost of the Hound to 2 SP or limit it to once per long rest. [/QUOTE]
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