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Sorcerer class improvement house rule
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<blockquote data-quote="Perun" data-source="post: 7827099" data-attributes="member: 6037"><p>FWIW, I've been playing a storm sorcerer for close to 10 levels now (i.e. the character is a single-classed half-elf storm sorcerer 9, going on 10). </p><p></p><p>We use the following modifications to the base class:</p><ul> <li data-xf-list-type="ul"><strong>Spell points.</strong> We also merge sorcery points and spell points into a single pool. This provides more versatility, but you're always tempted to go nova. I usually resist the temptation, but there were a couple of situations when I burned through the spell slots <em>really</em> fast.</li> <li data-xf-list-type="ul"><strong>Spell points per Short Rest Recovery.</strong> This is 2 SP/short rest now (and has been since we introduces it). It's supposed to increase at a certain point in the future, but I don't know when.</li> <li data-xf-list-type="ul"><strong>Spell Changes: </strong>Can cast <em>storm sphere </em>as a personal spell, i.e. the spell is mobile and centered on the character, but the range is reduced to 10 ft.</li> </ul><p>My DM is also very flexible when it comes to spell selection. I have the option of reflavouring any sorcerer spell (but even the other spll lists are generally open) to fit the storm theme (i.e. I could take <em>fireball</em> and have it do lightning damage), but (naturally) after consulting with the DM. I still haven't used this option (but I'm planning to take lighting-themed <em>frostburn</em> cantrip on 10th level).</p><p></p><p>I find that just switching to spell points changes the sorcerer in a very significant way. You're no longer limited by spell slots, so you can get a much greater use of your limited spell selection. Then merging sorcery points with spell points expands this even further. The single additional SP I can spend on my <em>chromatic orb</em> to twin it is practically negligible, but I can now attack a second target, etc. With upcasting (casting at higher level), it quickly becomes really costly (casting twinned <em>chromatic orb</em> at 5th level costs 12 SP, a 9th-level spell costs 13 SP), but still provides much more versatility.</p><p></p><p>Recovering spell points on short rest is nothing big (it's the equivalent of a 1st-level spell slot now), but you get something, and that's always nice <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I've received two extra spells known so far, one cantrip (<em>gust</em>), and a DM homebrew 5th-level spell. </p><p></p><p>Here's the character, for reference's sake. </p><p>[SPOILER="Character"]</p><p>* denotes a bonus feature</p><p></p><p><strong>BARAN STORMWIND</strong></p><p>Half-elf Storm Sorcerer 10</p><p>AC 14 (16 w/ <em>mage armour</em>)</p><p></p><p>Str 12, Dex 16, Con 16, Int 13, Wis 15, Cha 20</p><p></p><p><strong>Saves: </strong>Constitution +7, Charisma +9</p><p><strong>Resistances: </strong>Lightning, Thunder</p><p><strong>Skills: </strong>Athletics +5, Deception +9, Insight +6, Investigation +5, Perception +6, Performance* +9, Persuasion +9, Cartographer's Tools</p><p><strong>Feats:</strong> Spell Sniper* [Warlock] (<em>eldritch blast</em>); Improved Familiar (homebrew)</p><p><strong>Languages: </strong>Primordial, Common, Elven, Orc, Goblin</p><p><strong>Metamagic Known:</strong> Empowered Spell, Twinned Spell, Electrodynamics* (from magic item; spend one SP to change damage to lightning)</p><p></p><p><strong>Spells Known:</strong></p><ul> <li data-xf-list-type="ul">Cantrips:<em> eldritch blast, dancing lights, gust*, mending, minor illusion, prestidigitation, thunderclap;</em></li> <li data-xf-list-type="ul">1st-Level: <em>chromatic orb, mage armour</em></li> <li data-xf-list-type="ul">2nd-Level: <em>misty step, shatter</em></li> <li data-xf-list-type="ul">3rd-Level: <em>fly, haste, lightning bolt</em></li> <li data-xf-list-type="ul">4th-Level: <em>dimension door, storm sphere</em></li> <li data-xf-list-type="ul">5th-Level:<em> far step, fulminous thunderstrike</em>*</li> </ul><p>[SPOILER=Magic items<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><ul> <li data-xf-list-type="ul"><em>wand of magic missiles:</em> as per the DMG</li> <li data-xf-list-type="ul"><em>Twice-Struck Staff: </em>each character has a "story item", a bespoke magical item that 'grows' with the character. These are the current abilities:<ul> <li data-xf-list-type="ul"><p style="margin-left: 20px">Whenever your casting activates your Storm sorcerer Heart of the Storm ability, or when you cast the Haste spell, you can add charges to Twice-struck staff equal to your Cha modifier instead. Maximum number of charges is your Cha modifier × your sorcerer level. On your turn, as an action, you can spend all the charges currently contained within TS staff as a melee or ranged spell attack (30 ft reach [60 ft. w/ Spell Sniper feat]). On a hit you deal lightning damage equal to number of charges spent. The staff loses all charges after a long rest.</p> </li> <li data-xf-list-type="ul"><p style="margin-left: 20px">When the staff contains at least 1 charge, it sheds dim light in a 20-ft. radius. When the staff contains maximum charges, it sheds bright light in a 20 ft. radius, and dim light in another 20 ft.</p> </li> <li data-xf-list-type="ul"><p style="margin-left: 20px"><em>Electrodynamics: </em>additional metamagic option. Spend 1 SP to change a spell's damage type to lightning.</p> </li> <li data-xf-list-type="ul"><p style="margin-left: 20px"><em>Lightning-Quick Wit: </em>Should the character give a witty lightning-related one-liner when casting a spell requiring an attack roll, he receives an advantage on the attack roll.</p> </li> </ul></li> <li data-xf-list-type="ul"><em>magic robe: </em>AC 11 + Dex modifier</li> </ul><p>[/SPOILER]</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Perun, post: 7827099, member: 6037"] FWIW, I've been playing a storm sorcerer for close to 10 levels now (i.e. the character is a single-classed half-elf storm sorcerer 9, going on 10). We use the following modifications to the base class: [LIST] [*][B]Spell points.[/B] We also merge sorcery points and spell points into a single pool. This provides more versatility, but you're always tempted to go nova. I usually resist the temptation, but there were a couple of situations when I burned through the spell slots [I]really[/I] fast. [*][B]Spell points per Short Rest Recovery.[/B] This is 2 SP/short rest now (and has been since we introduces it). It's supposed to increase at a certain point in the future, but I don't know when. [*][B]Spell Changes: [/B]Can cast [I]storm sphere [/I]as a personal spell, i.e. the spell is mobile and centered on the character, but the range is reduced to 10 ft. [/LIST] My DM is also very flexible when it comes to spell selection. I have the option of reflavouring any sorcerer spell (but even the other spll lists are generally open) to fit the storm theme (i.e. I could take [I]fireball[/I] and have it do lightning damage), but (naturally) after consulting with the DM. I still haven't used this option (but I'm planning to take lighting-themed [I]frostburn[/I] cantrip on 10th level). I find that just switching to spell points changes the sorcerer in a very significant way. You're no longer limited by spell slots, so you can get a much greater use of your limited spell selection. Then merging sorcery points with spell points expands this even further. The single additional SP I can spend on my [I]chromatic orb[/I] to twin it is practically negligible, but I can now attack a second target, etc. With upcasting (casting at higher level), it quickly becomes really costly (casting twinned [I]chromatic orb[/I] at 5th level costs 12 SP, a 9th-level spell costs 13 SP), but still provides much more versatility. Recovering spell points on short rest is nothing big (it's the equivalent of a 1st-level spell slot now), but you get something, and that's always nice :) I've received two extra spells known so far, one cantrip ([I]gust[/I]), and a DM homebrew 5th-level spell. Here's the character, for reference's sake. [SPOILER="Character"] * denotes a bonus feature [B]BARAN STORMWIND[/B] Half-elf Storm Sorcerer 10 AC 14 (16 w/ [I]mage armour[/I]) Str 12, Dex 16, Con 16, Int 13, Wis 15, Cha 20 [B]Saves: [/B]Constitution +7, Charisma +9 [B]Resistances: [/B]Lightning, Thunder [B]Skills: [/B]Athletics +5, Deception +9, Insight +6, Investigation +5, Perception +6, Performance* +9, Persuasion +9, Cartographer's Tools [B]Feats:[/B] Spell Sniper* [Warlock] ([I]eldritch blast[/I]); Improved Familiar (homebrew) [B]Languages: [/B]Primordial, Common, Elven, Orc, Goblin [B]Metamagic Known:[/B] Empowered Spell, Twinned Spell, Electrodynamics* (from magic item; spend one SP to change damage to lightning) [B]Spells Known:[/B] [LIST] [*]Cantrips:[I] eldritch blast, dancing lights, gust*, mending, minor illusion, prestidigitation, thunderclap;[/I] [*]1st-Level: [I]chromatic orb, mage armour[/I] [*]2nd-Level: [I]misty step, shatter[/I] [*]3rd-Level: [I]fly, haste, lightning bolt[/I] [*]4th-Level: [I]dimension door, storm sphere[/I] [*]5th-Level:[I] far step, fulminous thunderstrike[/I]* [/LIST] [SPOILER=Magic items:] [LIST] [*][I]wand of magic missiles:[/I] as per the DMG [*][I]Twice-Struck Staff: [/I]each character has a "story item", a bespoke magical item that 'grows' with the character. These are the current abilities: [LIST] [*][INDENT]Whenever your casting activates your Storm sorcerer Heart of the Storm ability, or when you cast the Haste spell, you can add charges to Twice-struck staff equal to your Cha modifier instead. Maximum number of charges is your Cha modifier × your sorcerer level. On your turn, as an action, you can spend all the charges currently contained within TS staff as a melee or ranged spell attack (30 ft reach [60 ft. w/ Spell Sniper feat]). On a hit you deal lightning damage equal to number of charges spent. The staff loses all charges after a long rest.[/INDENT] [*][INDENT]When the staff contains at least 1 charge, it sheds dim light in a 20-ft. radius. When the staff contains maximum charges, it sheds bright light in a 20 ft. radius, and dim light in another 20 ft.[/INDENT] [*][INDENT][I]Electrodynamics: [/I]additional metamagic option. Spend 1 SP to change a spell's damage type to lightning.[/INDENT] [*][INDENT][I]Lightning-Quick Wit: [/I]Should the character give a witty lightning-related one-liner when casting a spell requiring an attack roll, he receives an advantage on the attack roll.[/INDENT] [/LIST] [*][I]magic robe: [/I]AC 11 + Dex modifier [/LIST] [/SPOILER] [/SPOILER] [/QUOTE]
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