I’m glad you think so! Would you mind helping me a bit? I’m having a bit of writers block.
Sure, I'll try. Just tell me what you need.
Just some more metamagics. If you can think of anything else I would like that too. Thank you so much!
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When you choose Metamagic options, you have access to the following additional options.
Balanced Spell
When you cast a spell that requires concentration, you can expend 3 sorcery points to ignore this requirement for this casting of the spell.
Blinding/Deafening Spell
When you cast a spell that targets one creature and doesn’t have a range of self, you can spend 2 sorcery points to cause the target of the spell to become blinded or deafened (your choice) until the start of your next turn.
Sapping Spell
When you cast a spell that requires a ranged spell attack roll, you can spend 1 sorcery point to stop the target from taking reactions until the start of your next turn if your attack hits.
Turning Spell
When you cast a spell that requires a ranged spell attack roll and targets a creature with the fey, fiend, or undead creature type, you can spend 2 sorcery points to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you until the start of your next turn.
This comes direct from my Mystic Experimentation Notes, so please don't share it. Also, if you like them, check out the full Notes (link is in my signature)!
When you choose Metamagic options, you have access to the following additional options.
Balanced Spell
When you cast a spell that requires concentration, you can expend 3 sorcery points to ignore this requirement for this casting of the spell.
Blinding/Deafening Spell
When you cast a spell that targets one creature and doesn’t have a range of self, you can spend 2 sorcery points to cause the target of the spell to become blinded or deafened (your choice) until the start of your next turn.
Sapping Spell
When you cast a spell that requires a ranged spell attack roll, you can spend 1 sorcery point to stop the target from taking reactions until the start of your next turn if your attack hits.
Turning Spell
When you cast a spell that requires a ranged spell attack roll and targets a creature with the fey, fiend, or undead creature type, you can spend 2 sorcery points to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you until the start of your next turn.
This comes direct from my Mystic Experimentation Notes, so please don't share it. Also, if you like them, check out the full Notes (link is in my signature)!
Thanks! I won’t share it, don’t worry. I also know about and like your notes, as well as homebrewmindflayers candlekeeps secret scrolls. I like the first and the third, but I fell like the first should have a higher cost.
EDIT: Would you mind if I added these to the metamagics and credit you to make it easier to find? Or maybe link to your comment? Thanks!
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
When you choose Metamagic options, you have access to the following additional options.
Balanced Spell
When you cast a spell that requires concentration, you can expend 3 sorcery points to ignore this requirement for this casting of the spell.
Blinding/Deafening Spell
When you cast a spell that targets one creature and doesn’t have a range of self, you can spend 2 sorcery points to cause the target of the spell to become blinded or deafened (your choice) until the start of your next turn.
Sapping Spell
When you cast a spell that requires a ranged spell attack roll, you can spend 1 sorcery point to stop the target from taking reactions until the start of your next turn if your attack hits.
Turning Spell
When you cast a spell that requires a ranged spell attack roll and targets a creature with the fey, fiend, or undead creature type, you can spend 2 sorcery points to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you until the start of your next turn.
I like the first and the third, but I fell like the first should have a higher cost.
EDIT: Would you mind if I added these to the metamagics and credit you to make it easier to find? Or maybe link to your comment? Thanks!
Add the metamagics, sure! I don't mind. Also, I am up-costing the 1st.
When you choose Metamagic options, you have access to the following additional options.
Balanced Spell
When you cast a spell that requires concentration, you can expend 3 sorcery points to ignore this requirement for this casting of the spell.
Blinding/Deafening Spell
When you cast a spell that targets one creature and doesn’t have a range of self, you can spend 2 sorcery points to cause the target of the spell to become blinded or deafened (your choice) until the start of your next turn.
Sapping Spell
When you cast a spell that requires a ranged spell attack roll, you can spend 1 sorcery point to stop the target from taking reactions until the start of your next turn if your attack hits.
Turning Spell
When you cast a spell that requires a ranged spell attack roll and targets a creature with the fey, fiend, or undead creature type, you can spend 2 sorcery points to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you until the start of your next turn.
I like the first and the third, but I fell like the first should have a higher cost.
EDIT: Would you mind if I added these to the metamagics and credit you to make it easier to find? Or maybe link to your comment? Thanks!
Add the metamagics, sure! I don't mind. Also, I am up-costing the 1st.
What do you mean up-costing? Increasing the cost? To what? Thanks!
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Most of the problems that I know I have with Sorcerers comes from the extremely limited number of Sorcery Points you get, and how many features require their use. With that in mind, here are two suggestions for a little extra power:
Enhanced Sorcery Points
You have a number of sorcery points equal to your Sorcerer Level plus your Charisma Modifier. You can never have more sorcery points than your Sorcery Point maximum. You regain all spent sorcery points when you finish a long rest.
Magic Manipulator
You may use a Metamagic option to modify a spell without paying the Sorcery Point cost. You may do this once for each Metamagic option you know per Short Rest.
Most of the problems that I know I have with Sorcerers comes from the extremely limited number of Sorcery Points you get, and how many features require their use. With that in mind, here are two suggestions for a little extra power:
Enhanced Sorcery Points
You have a number of sorcery points equal to your Sorcerer Level plus your Charisma Modifier. You can never have more sorcery points than your Sorcery Point maximum. You regain all spent sorcery points when you finish a long rest.
Magic Manipulator
You may use a Metamagic option to modify a spell without paying the Sorcery Point cost. You may do this once for each Metamagic option you know per Short Rest.
Thanks!
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We had a Divine Soul Sorceror and the simple change we made was he was able to pick the domain of his Divine sorcery background and then he was given those domain spells as known in addition to his normal spells. This made a great improvement. It is why the newest sorc builds are so loved (aberrant mind and clockwork).
We had a Divine Soul Sorceror and the simple change we made was he was able to pick the domain of his Divine sorcery background and then he was given those domain spells as known in addition to his normal spells. This made a great improvement. It is why the newest sorc builds are so loved (aberrant mind and clockwork).
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1 thing for the scorcerer. GIVE HIM MORE SPELL SLOTS
They have reasonable spell slots. What they need is more spells, and the new origin spells helps with that.
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So I was thinking about changes to sorcerers again recently, and I wondered about doing something like the following:
Raw Magic
Replace all mentions of "sorcery points" with "hit dice". Whenever you spend one or more hit dice as part of casting a spell, you may roll them and add one of dice to the attack roll or save DC of the resulting effect.
Basically this replaces your sorcery point pool with your hit dice pool, so spending them now reduces your pool for healing during short rest, however Font of Magic means you can trade spell slots for extra hit dice if you need to (beyond even what you start with). In addition, when you're rolling a hit dice to use a metamagic, cast a spell or trigger an ability, you can add the best hit dice roll to the attack or save DC, making it more likely to hit or for enemies to fail their saves, so it's more powerful, but with a trade off. While you can only add one of the dice to the attack roll/save DC, the more you roll, the more likely you are to get a 5 or a 6.
I'm not sure if it would fix some of the complaints about sorcerers or not, but I just thought it was a fun twist on them mechanically.
One small feedback: Don't give double concentration for as little as 3 sorcery points. Double concentration is so obscenely powerful that it should not be taken lightly. I'd advise maybe it costs 1 plus twice the level of the spell? Or while concentrating on two spells at once, you must spend a sorcery point every turn? something to make it more fair.
Here are a few metamagic ideas:
Wrathful Spell
As a reaction when you take damage, you can spend a number of sorcery points equal to the level of a spell to cast that spell as a a reaction. If the spell target's a creature, you must target the creature who damaged you.
Destructive spell
When you cast a spell that deals damage to an object or structure, you can spend a sorcery point to deal an amount of additional damage to all structure and objects damage by the spell equal to twice your sorcerer level.
Delayed Spell
When you cast a spell, you can spend a number of sorcery points equal to the level of the spell to store the spell in an object instead of casting it. This object continues to store the spell for 24 hours or until it takes an amount of damage equal or greater to half your hit points. As an action while the object still has the spell in it, a creature can cast the spell stored in the object. When this happens, the spell in no longer stored in the object, and the creature who used the object it considered the caster.
You can only have one object with a spell stored in it in this way at a time. If you would create one and you already have one, the spell leaves thew old object.
And here is an idea for an optional class feature or whatever you call it:
Universal Spell Mastery
10th-level optional feature
Choose a number of spells equal to your charisma modifier. These spells can be from any spell list, and do not count against the number of sorcerer spells you can learn. You can cast these spells as if they were sorcerer spells. When you do this, you must expend a number of sorcery points equal to half the spell's level, round up. (1 for cantrips).
Whenever you finish a long rest, you can switch out these spells for any other spells, following the same rules as before.
The Balanced Spell was made by Yamana_Eajii and I agree it is a bit overpowered. To help prevent further confusion I have put the credit to him in bold to make it more visible.
Is it ok with you if I put your meramagics in with the rest? I’ll credit you and not change them, of course.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
One small feedback: Don't give double concentration for as little as 3 sorcery points. Double concentration is so obscenely powerful that it should not be taken lightly. I'd advise maybe it costs 1 plus twice the level of the spell? Or while concentrating on two spells at once, you must spend a sorcery point every turn? something to make it more fair.
Here are a few metamagic ideas:
Wrathful Spell
As a reaction when you take damage, you can spend a number of sorcery points equal to the level of a spell to cast that spell as a a reaction. If the spell target's a creature, you must target the creature who damaged you.
Destructive spell
When you cast a spell that deals damage to an object or structure, you can spend a sorcery point to deal an amount of additional damage to all structure and objects damage by the spell equal to twice your sorcerer level.
Delayed Spell
When you cast a spell, you can spend a number of sorcery points equal to the level of the spell to store the spell in an object instead of casting it. This object continues to store the spell for 24 hours or until it takes an amount of damage equal or greater to half your hit points. As an action while the object still has the spell in it, a creature can cast the spell stored in the object. When this happens, the spell in no longer stored in the object, and the creature who used the object it considered the caster.
You can only have one object with a spell stored in it in this way at a time. If you would create one and you already have one, the spell leaves thew old object.
And here is an idea for an optional class feature or whatever you call it:
Universal Spell Mastery
10th-level optional feature
Choose a number of spells equal to your charisma modifier. These spells can be from any spell list, and do not count against the number of sorcerer spells you can learn. You can cast these spells as if they were sorcerer spells. When you do this, you must expend a number of sorcery points equal to half the spell's level, round up. (1 for cantrips).
Whenever you finish a long rest, you can switch out these spells for any other spells, following the same rules as before.
The Balanced Spell was made by Yamana_Eajii and I agree it is a bit overpowered. To help prevent further confusion I have put the credit to him in bold to make it more visible.
I know Yamana_Eajii made it. Also it's not a good idea to call random people on the internet "him", you don't know their gender.
Is it ok with you if I put your meramagics in with the rest? I’ll credit you and not change them, of course.
Sure!
You are right to not do that, I typically try not to. It must have slipped my mind.
Thanks!
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Have you considered making expanded spell lists for the subclasses that don't already have them? Mind if I make some of them?
Go ahead. I wasn’t going to because there is already a thread for that.
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You can convert any kind of sorcerer spell and convert it into a cantrip to be used ONCE by multiplying the spell level by 6 and take that and that is the sorcerer point cost.
I don’t know…I think Sorcs could use like 1 additional spell known per spell level, maybe based off the sub class. And a way to regain sorcery points via short rest in the second tier of play.
Late to the discussion here but two things I'd like to see is more bloodline types like Arcane, Elemental and Fey, ( especially Fey, I mean all elves are already Fey touched, stands to reason an Elven Sorcerer would draw his power from the Feywild ) in addition to bonus spells like the feat/ability increase level progression.
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Just some more metamagics. If you can think of anything else I would like that too. Thank you so much!
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No connection to Dragonslayer8 other than knowing them in real life.
Metamagic Options
3rd-level sorcerer feature
When you choose Metamagic options, you have access to the following additional options.
Balanced Spell
When you cast a spell that requires concentration, you can expend 3 sorcery points to ignore this requirement for this casting of the spell.
Blinding/Deafening Spell
When you cast a spell that targets one creature and doesn’t have a range of self, you can spend 2 sorcery points to cause the target of the spell to become blinded or deafened (your choice) until the start of your next turn.
Sapping Spell
When you cast a spell that requires a ranged spell attack roll, you can spend 1 sorcery point to stop the target from taking reactions until the start of your next turn if your attack hits.
Turning Spell
When you cast a spell that requires a ranged spell attack roll and targets a creature with the fey, fiend, or undead creature type, you can spend 2 sorcery points to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you until the start of your next turn.
This comes direct from my Mystic Experimentation Notes, so please don't share it. Also, if you like them, check out the full Notes (link is in my signature)!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Thanks! I won’t share it, don’t worry. I also know about and like your notes, as well as homebrewmindflayers candlekeeps secret scrolls. I like the first and the third, but I fell like the first should have a higher cost.
EDIT: Would you mind if I added these to the metamagics and credit you to make it easier to find? Or maybe link to your comment? Thanks!
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Add the metamagics, sure! I don't mind. Also, I am up-costing the 1st.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
What do you mean up-costing? Increasing the cost? To what? Thanks!
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Most of the problems that I know I have with Sorcerers comes from the extremely limited number of Sorcery Points you get, and how many features require their use. With that in mind, here are two suggestions for a little extra power:
Enhanced Sorcery Points
You have a number of sorcery points equal to your Sorcerer Level plus your Charisma Modifier. You can never have more sorcery points than your Sorcery Point maximum. You regain all spent sorcery points when you finish a long rest.
Magic Manipulator
You may use a Metamagic option to modify a spell without paying the Sorcery Point cost. You may do this once for each Metamagic option you know per Short Rest.
Thanks!
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
We had a Divine Soul Sorceror and the simple change we made was he was able to pick the domain of his Divine sorcery background and then he was given those domain spells as known in addition to his normal spells. This made a great improvement. It is why the newest sorc builds are so loved (aberrant mind and clockwork).
That reminds me of something!
https://www.dndbeyond.com/forums/class-forums/sorcerer/98789-origin-spells-for-non-tashas-subclasses-looking
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No connection to Dragonslayer8 other than knowing them in real life.
1 thing for the scorcerer. GIVE HIM MORE SPELL SLOTS
They have reasonable spell slots. What they need is more spells, and the new origin spells helps with that.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
So I was thinking about changes to sorcerers again recently, and I wondered about doing something like the following:
Basically this replaces your sorcery point pool with your hit dice pool, so spending them now reduces your pool for healing during short rest, however Font of Magic means you can trade spell slots for extra hit dice if you need to (beyond even what you start with). In addition, when you're rolling a hit dice to use a metamagic, cast a spell or trigger an ability, you can add the best hit dice roll to the attack or save DC, making it more likely to hit or for enemies to fail their saves, so it's more powerful, but with a trade off. While you can only add one of the dice to the attack roll/save DC, the more you roll, the more likely you are to get a 5 or a 6.
I'm not sure if it would fix some of the complaints about sorcerers or not, but I just thought it was a fun twist on them mechanically.
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The Balanced Spell was made by Yamana_Eajii and I agree it is a bit overpowered. To help prevent further confusion I have put the credit to him in bold to make it more visible.
Is it ok with you if I put your meramagics in with the rest? I’ll credit you and not change them, of course.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
You are right to not do that, I typically try not to. It must have slipped my mind.
Thanks!
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Have you considered making expanded spell lists for the subclasses that don't already have them? Mind if I make some of them?
Forest of Wonders DMless campaign
>Recruitment Thread< >Game Thread<
I am an average mathematics enjoyer.
>Extended Signature<
Go ahead. I wasn’t going to because there is already a thread for that.
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No connection to Dragonslayer8 other than knowing them in real life.
maybe instead of 15 spells, 17 spells at level 20
Cantrip converter
20th-level optional feature
You can convert any kind of sorcerer spell and convert it into a cantrip to be used ONCE by multiplying the spell level by 6 and take that and that is the sorcerer point cost.
I don’t know…I think Sorcs could use like 1 additional spell known per spell level, maybe based off the sub class. And a way to regain sorcery points via short rest in the second tier of play.
Anything else is just overly complicated
Late to the discussion here but two things I'd like to see is more bloodline types like Arcane, Elemental and Fey, ( especially Fey, I mean all elves are already Fey touched, stands to reason an Elven Sorcerer would draw his power from the Feywild ) in addition to bonus spells like the feat/ability increase level progression.