D&D 5E (2014) The Light of Civilization - A 5e Renaissance Story [OOC]

I would prefer just races from the PHB, if you please. Other than that, I'm 100% cool with the concept, can't wait to see the backstory.

No problem I can work with just the PHB races. I just figured I'd ask as I had a good concept using the Genasi but know you said only PHB in the OP. It can be modified to work with a different race and still work.
 

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Alrighty! More Sorcerous Origin stuff:

1. More Sorcery Points, because Sorcery Points are Gravy. +2 to start with, +1 extra each level

That is potent, but I won't say no. :) That could kick in at 1st level...or rather, at 2nd I guess, since that's when sorcery points become available.

2. Allowing you to spend these Sorcery Points on casting any spell, by using a current slot and paying the "convert SP to Spell Slot" cost. So still nothing above 5th and you lose the slot as normal, but it essentially means you're far more connected to magic since you can, feasibly, replicate any spell.

All right, I wouldn't say NO to this, but I do feel compelled by my sense of gaming honor to warn you that this is way more powerful than the benefits afforded by most sorcerous origins. If you're comfortable with it, and want to playtest it, I'm amenable, but I will consider it a work in progress and expect adjustments to it as we go. :) I'll assume that this is also in effect from the moment sorcery points become available.

3. I would rather go with Advantage on Saves rather than Resistance, but I like this, that's a pretty good defensive ability and reflects the "I am Magic".

That could work for 14th level, perhaps. That's roughly in line with when other classes get such abilities (paladins get it sooner, but they are paladins :)).

4. The Ritual Thing I would factor into the "Spend SP to cast what you don't know": any spell with a Ritual Tag that you do know, you can spend SP equal to Spell Level (Max 5th) to cast it as a Ritual and save the Spell Slot. Little cheaper than just using the Spell Slot itself. If you don't know it, you can spend the "Convert SP to Slot" cost + 1 to Ritualize it, but it doesn't burn the Spell Slot still (just the SP).

Okay, so just to make sure I'm getting this ability straight, let me try to boil it down.

A sorceror could use spell points to access a spell that is on the Sorceror list, but that they don't actually know. The cost of this is the number of sorcery points needed to buy a spell slot of that level, plus a spell slot of that level is expended.

If a spell is being cast in this way (ie - is on the sorceror list but is not known) is available as a ritual, the sorceror can expend the usual sorcery points, plus 1 additional sorcery point, and cast the spell as a ritual. It does not expend a spell slot in this case.

5. And just because I, personally, like it, you ignore all Material Components without a listed cost, meaning you do not need an Arcane Focus unless it specifically calls one out.

Okay, that's mostly flavor but is good flavor.

SO.

The standard sorcerous origin progression is that benefits are awarded at level 1, 6, 14, and 18. I'm trying to work out a good way to handle your ideas within that framework. It is not...easy. Let me mull a bit.
 



The standard sorcerous origin progression is that benefits are awarded at level 1, 6, 14, and 18. I'm trying to work out a good way to handle your ideas within that framework. It is not...easy. Let me mull a bit.

... Progression starts at 1. Things that slip my mind.

Okay.

Let's try and break some stuff down.
Arcane Heritage

Level 1 - Made of Magic
While others may claim descendant from a fierce, magical creature or the byproduct of magical manipulation, you are magic, with the very heart of the arcane beating inside you. Manipulating the cosmic forces to craft spellwork allows you to pull pieces of The Weave that no other can. You gain the following benefits:
- You ignore Material Components in Spells unless there is a listed cost. You only need the Vocal and Somatic components to cast most spells.
- Any time you would normally only gain 1 Sorcery Point when you level, you instead gain 2.
- You gain 2 Sorcery Points. You can use Sorcery Points to cast any spell on the Sorcerer Spell List that you do not Know, expending a Spell Slot as normal. This caps at 5th Level Spells. The cost is as follows:

[TABLE="class: grid, width: 200, align: center"]
[TR]
[TD="align: center"]Spell Level[/TD]
[TD="align: center"]SP Cost[/TD]
[/TR]
[TR]
[TD="align: center"]1[/TD]
[TD="align: center"]2[/TD]
[/TR]
[TR]
[TD="align: center"]2[/TD]
[TD="align: center"]3[/TD]
[/TR]
[TR]
[TD="align: center"]3[/TD]
[TD="align: center"]5[/TD]
[/TR]
[TR]
[TD="align: center"]4[/TD]
[TD="align: center"]6[/TD]
[/TR]
[TR]
[TD="align: center"]5[/TD]
[TD="align: center"]7[/TD]
[/TR]
[/TABLE]



Level 6 - Mana Manipulation
It all starts to come so easy to you: at first it may have been a struggle, but each day brings new power, new ways to cast the brush of your esoteric art upon reality. Your own wellspring of energy allows you to take advantage of the loopholes you perceive in The Weave. You gain the following benefits:
- Choose 2 Spells with the Ritual Tag from the Bard, Sorcerer, Warlock, or Wizard Spell List. You can cast these spells as a Ritual if you spend Sorcery Points equal to the Spell's Level. These spells count as Sorcerer spells for you.
- If you use your Made of Magic Feature to choose a Sorcerer Spell that you don't know, you pay the cost for casting a spell you do not know as well as the Ritual cost from this feature.
- You can choose 1 more Ritual Spell at 11th Level, and 1 more at 15th level.

Level 14 - Arcana Overcharge
The spells of others are unwoven with but a word from your lips. The height of your own magic is constantly pushing new boundaries, burning more intensely with every casting. You're not just some Spellcaster, some other Mage: You touch the very source of the Arcane and bend it to your benefit and the detriment of your enemies. You gain the following benefits:
- You gain Advantage on any Saves you make against Spells. If you succeed on a save versus a spell that would normally cause you Half-Damage, you can spend 2 Sorcery Points to instead take No Damage.
- You can add your Charisma Modifier to the damage of all your Spells. If a Spell allows you to target multiple targets, this extra damage only affects 1 target.

Level 18 - Mastery of Metamagic
The secrets of spellcraft are laid bare to you. You twist, tear, and shred The Weave to best suit your own devices, forcing the threads back together in beautiful new patterns that boldly display your own sorcerous might. You gain the following benefit:
- When you use any Metamagic Option on a Spell, you can choose to add a 2nd Option to the Spell, paying the normal cost for Metamagic Options.
 

Hm! That all looks good to me, if you're good with it. Lets call it an experiment, and if you decide it needs adjustment as we go, I'm totally open to that.

Thanks for being open to working with me on this!
 

Of course! Having recently come off of a discussion on EnWorld about making some adjustments to the Sorcerer and theorycrafting some Archetypes, I'm more than happy to give one a try.
 

>So, in the interest of trying to keep track of ideas so far, we seem to have:
1. Human (Courtier) Fighter- Battlemaster (duellist)
2. Human (?) Sorceror- Arcane origin
3. Human Cleric- Tempest
4. (?) Dwarf Barbarian- battlerager
5. (?) Kobold (halfling) Rogue (Spy/inquisitive ?)
6. Human Paladin- Vengeance

Did I miss anything?

>Random question: so spellcasters need to be, essentially licensed, right? Who does this- is it the church, or the local government- or maybe a separate guild (The Guild of Arcane Knowledge, or Guild Arcane, maybe)? And who handles enforcement (again- the church or some other agency)


>I'm still debating, and my sudden schedule change has not left me much free time (which will even out once I'm done with orientation/training/etc.). I'm about split between basic ideas:

1. A serious scholar:
1a. A dwarf Cleric (knowledge), whose father had begun a study of the changes to magic since the event, and the long-term effects on the dwarves who used many runes and items, but few actual spells. Will probably MC to Wizard (Artificer), and maybe the Rune Magic prestige class.
1b. Half-elven cleric of the Maker (knowledge, or Arcana from SCAG), a librarian and researcher, she has been working on cataloging and indexing the many volumes of magical lore that the church possesses, and has begun to find unsettling information... Will probably MC to Lore Bard at some point- but maybe to Tome Warlock instead, depending on just what she finds out... (Maybe with someone like the Magdelena as a strong right arm?)

2. A ranged combat specialist:
1. Wood elf Outlander rogue/ranger- archery;
2. Human Mercenary vet Rogue/Fighter- crossbow specialist, her company was disbanded and she has been doing free-lance work since. (might use the generic banneret/Purple Dragon Knight from SCAG, if so maybe also valor bard- she was an officer trainee...)

3. Something different:
3a. Half-elven rogue/monk: formerly a reknowned dancer and court darling, disgraced after a scandal and working as a bodyguard and messenger.
3b. Human or Gnome Rogue, an investigator (or former investigator) for whichever agency polices spellcasters (Social/investigative skill set, and a crossbow)
 

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