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This is a directory of posters who think the sorcerer needs fixing
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<blockquote data-quote="Fanaelialae" data-source="post: 7103788" data-attributes="member: 53980"><p>It wasn't this, was it? (I think I based this on one of the subclasses on ENWorld pre-crash, but I'm pretty sure I tweaked it a little, so it may not be exactly as you remember it.)</p><p></p><p>You have no indication where your powers come from, you simply have them. Magic is as natural to you as breathing, though some magics feel more natural than others.</p><p></p><p>***</p><p></p><p>*Talented*</p><p>At 1st level, choose a school of magic. You gain an additional cantrip, from this school from the wizard list.</p><p></p><p>Additionally, at sorcerer levels 2, 4, 6, 8, and 10, the spell you learn may be chosen from the wizard list as long as it belongs to that school and is of an appropriate level.</p><p></p><p>***</p><p></p><p>*Natural*</p><p>Understanding magic comes naturally to you, so you've had time to hone other skills. At 1st level, you are proficient in Light armor, Shields, and Simple weapons. </p><p></p><p>Additionally, you are proficient in the Arcana skill, and have advantage on Arcana checks pertaining to your chosen school of magic.</p><p></p><p>***</p><p></p><p>*Arcane Recovery*</p><p>At 6th level, when you finish a short rest, you may recover expended sorcery points, up to half your sorcerer level. You must complete a long rest before using this again.</p><p></p><p>***</p><p></p><p>*Ephemeral Arcana*</p><p>Starting at 14th level, you can improvise magics previously beyond you. During a short rest you can prepare spells, which remain prepared until your next long rest. These spells do not count against your spells known, but must come from the sorcerer or wizard list and belong to your chosen school of magic. For each spell prepared in this way, you must expend sorcery points equal to one plus the level of the spell.</p><p></p><p>***</p><p></p><p>*The Cycle Arcane*</p><p>At 18th level, when you cast a spell of your chosen school of 1st level or higher, you regain 1 expended sorcery point.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7103788, member: 53980"] It wasn't this, was it? (I think I based this on one of the subclasses on ENWorld pre-crash, but I'm pretty sure I tweaked it a little, so it may not be exactly as you remember it.) You have no indication where your powers come from, you simply have them. Magic is as natural to you as breathing, though some magics feel more natural than others. *** *Talented* At 1st level, choose a school of magic. You gain an additional cantrip, from this school from the wizard list. Additionally, at sorcerer levels 2, 4, 6, 8, and 10, the spell you learn may be chosen from the wizard list as long as it belongs to that school and is of an appropriate level. *** *Natural* Understanding magic comes naturally to you, so you've had time to hone other skills. At 1st level, you are proficient in Light armor, Shields, and Simple weapons. Additionally, you are proficient in the Arcana skill, and have advantage on Arcana checks pertaining to your chosen school of magic. *** *Arcane Recovery* At 6th level, when you finish a short rest, you may recover expended sorcery points, up to half your sorcerer level. You must complete a long rest before using this again. *** *Ephemeral Arcana* Starting at 14th level, you can improvise magics previously beyond you. During a short rest you can prepare spells, which remain prepared until your next long rest. These spells do not count against your spells known, but must come from the sorcerer or wizard list and belong to your chosen school of magic. For each spell prepared in this way, you must expend sorcery points equal to one plus the level of the spell. *** *The Cycle Arcane* At 18th level, when you cast a spell of your chosen school of 1st level or higher, you regain 1 expended sorcery point. [/QUOTE]
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