also, i think that it would be cool if sorcerers got an feature similar to the bard's magical secrets where they can suddenly choose spells from any list, sort of like how spellcasting dragons can, but only a single spell since it could really fit into the lore, the sorcerer is an manifestation of magic, it makes sense for some of the stronger sorcerers to have acess to rather unique spells usually associated with other classes, especially if they fit into the backstory of the particular sorcerer, an fiendish sorcerer might gain conjure lesser demons, an druidic one might gain shapechange, conjure woodland beings or entangle, one born from an magic lich experiment might get an typically more arcane spell like ottilukes irresistible sphere, one born from an battle angel might have fing greater steed, so on so fourth. A 20th level sorcerer should be unique, one of a kind, special in some way
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
also, i think that it would be cool if sorcerers got an feature similar to the bard's magical secrets where they can suddenly choose spells from any list, sort of like how spellcasting dragons can, but only a single spell since it could really fit into the lore, the sorcerer is an manifestation of magic, it makes sense for some of the stronger sorcerers to have acess to rather unique spells usually associated with other classes, especially if they fit into the backstory of the particular sorcerer, an fiendish sorcerer might gain conjure lesser demons, an druidic one might gain shapechange, conjure woodland beings or entangle, one born from an magic lich experiment might get an typically more arcane spell like ottilukes irresistible sphere, one born from an battle angel might have fing greater steed, so on so fourth. A 20th level sorcerer should be unique, one of a kind, special in some way
I really like this idea as a way to balance the amount of spells known for Sorceror since they don't have ways of gaining more like the Warlock for instance with Tome Pact and the Ritual Invocation. Maybe like you learn 2 spells based on subclass at level 8 and 2 around level 14 and then at level 18 you get a magical secrets style "choose any spell from any list you want" type of bonus. 5 extra spells include 1 from any list of your choice would go very far in narrowing the balance gap between Sorceror and Wizard.
also, i think that it would be cool if sorcerers got an feature similar to the bard's magical secrets where they can suddenly choose spells from any list, sort of like how spellcasting dragons can, but only a single spell since it could really fit into the lore, the sorcerer is an manifestation of magic, it makes sense for some of the stronger sorcerers to have acess to rather unique spells usually associated with other classes, especially if they fit into the backstory of the particular sorcerer, an fiendish sorcerer might gain conjure lesser demons, an druidic one might gain shapechange, conjure woodland beings or entangle, one born from an magic lich experiment might get an typically more arcane spell like ottilukes irresistible sphere, one born from an battle angel might have fing greater steed, so on so fourth. A 20th level sorcerer should be unique, one of a kind, special in some way
I really like this idea as a way to balance the amount of spells known for Sorceror since they don't have ways of gaining more like the Warlock for instance with Tome Pact and the Ritual Invocation. Maybe like you learn 2 spells based on subclass at level 8 and 2 around level 14 and then at level 18 you get a magical secrets style "choose any spell from any list you want" type of bonus. 5 extra spells include 1 from any list of your choice would go very far in narrowing the balance gap between Sorceror and Wizard.
oh i was thinking more like a single spell at level 20 or maybe also letting the spell gained at 10th or 6th level to also gain this benefit, giving the sorcerer too many bonus spells might step the toes of the bards with their magical secrets a little bit, and among the known casters bard tend to have more normal spells while sorcerers have a bit more cantrips, doing that might change the dynamic between bards and sorcerer in an not good way, while also limiting the creativity of players if the the bonus spells are directly fixed to your subclass (for instance wizards of the coast wants to focus on the healer aspect of the divine soul sorcerer, but i have found that they can make for really good necromancers and so if i got free healing spells at level 8 that dont really work on me zombies what do i do?) an free new spell with encuragement to try and fit the spell to your specific character and their backstory can lead to some fantastic just storytelling opportunities
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
You learn five spells based on your sorcerous origin. For example, Shadow magic would get Shadowblade, Arms of Hadar, etc, while Draconic ancestry gets Darkvision, Dragon Breath, Fireball, etc.
You learn five spells based on your sorcerous origin. For example, Shadow magic would get Shadowblade, Arms of Hadar, etc, while Draconic ancestry gets Darkvision, Dragon Breath, Fireball, etc.
again, are we to also increase the number of known bard spells at the same time? would that be wise? also most of those are already on the sorcerer list, meaning they would have to be added automatically like domain spells
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
okay just came up with another thing here and thought i might as well share
sorcerous breadth: magic itself begins to bend to your whims. Starting at 20th level you may spend 4 sorcery points to cast an sorcerer spell of 4th level or lower that you don't know. This otherwise follows the normal rules for spell casting, so you still need to spend an spell slot and your spell casting ability is still charisma.
this way an sorcerer suddenly becomes really flexible as an utillity caster, suddenly you will never think "man i wish we had prepared / one of us knew feather fall/ water breathing/ knock/ daylight/ water walk/ see invisibillity" or some other really situational spell, you can always be prepared no matter what. Does this perhaps run a bit contrary to what an sorcerer is? yeah a little, but i just think it would be neat
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
You gain a +2 bonus to spell attack rolls, your spell save DC and all saving throws taken against magical effects.
Initially considered stealing the Barbarian capstone and going for +4 Charisma (and +4 Charisma maximum) but that felt like it would step on a Bard's toes a bit too much. This alternative should be strong, but hopefully not too much for a level 20 captstone ability.
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You gain a +2 bonus to spell attack rolls, your spell save DC and all saving throws taken against magical effects.
Initially considered stealing the Barbarian capstone and going for +4 Charisma (and +4 Charisma maximum) but that felt like it would step on a Bard's toes a bit too much. This alternative should be strong, but hopefully not too much for a level 20 captstone ability.
i mean an bard can cast glibness and have expertise in all kinds of charisma skills, so they will still be the way better speaker especially an lore or eloquence bard. This, while more or less the same thing feels incredebly boring, like an static 10% increase? that's it? like even the barbarian also gets an unlimited amount of rages on top of that extra 10% bonus that also significantly buffs their per round damage output and maximum hit points, so like even if we gave the sorcerer +4 cha and +4 cha maximum you would still need more features if you want to make it on-par with archdruid or primal champion, at this point the artificer can get +6 to all saves, many races and some subclasses grant you magic resistance at this point, something much stronger than a static +2 bonus (though they do stack)
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Are we reading the same class features? Where in the description of Primal Champion does it indicate unlimited amount of rages?? I genuinely want this to be true but I don't think it is....
Are we reading the same class features? Where in the description of Primal Champion does it indicate unlimited amount of rages?? I genuinely want this to be true but I don't think it is....
Look in the class table. It lists number of rages at each level, and at level 20, you get unlimited.
Are we reading the same class features? Where in the description of Primal Champion does it indicate unlimited amount of rages?? I genuinely want this to be true but I don't think it is....
It's in the class features table where it lists the number of rages at each level, rather than being part of the trait description.
You gain a +2 bonus to spell attack rolls, your spell save DC and all saving throws taken against magical effects.
Initially considered stealing the Barbarian capstone and going for +4 Charisma (and +4 Charisma maximum) but that felt like it would step on a Bard's toes a bit too much. This alternative should be strong, but hopefully not too much for a level 20 captstone ability.
i mean an bard can cast glibness and have expertise in all kinds of charisma skills, so they will still be the way better speaker especially an lore or eloquence bard. This, while more or less the same thing feels incredebly boring, like an static 10% increase? that's it? like even the barbarian also gets an unlimited amount of rages on top of that extra 10% bonus that also significantly buffs their per round damage output and maximum hit points, so like even if we gave the sorcerer +4 cha and +4 cha maximum you would still need more features if you want to make it on-par with archdruid or primal champion, at this point the artificer can get +6 to all saves, many races and some subclasses grant you magic resistance at this point, something much stronger than a static +2 bonus (though they do stack)
I think an extra +2 is a pretty big deal for a caster; as the only other way to get those kinds of bonuses are magic items, which you can also stack with it. I should clarify as well, I mean this to be in addition to the existing capstone (regaining some sorcery points if you don't have any).
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at 20th level, once per turn you can target one enemy monster and one of your teammates/yourself. If the enemy target has less hit points than the player bring down the hit points of both the player and the enemy by the enemy hit points, if it is the other way around bring the hit points of both the enemy and the player by the players hit points. If they both have the same amount of hit points left change both of their hit points to 0. You can not use this action again until you complete a long rest.
at 20th level, once per turn you can target one enemy monster and one of your teammates/yourself. If the enemy target has less hit points than the player bring down the hit points of both the player and the enemy by the enemy hit points, if it is the other way around bring the hit points of both the enemy and the player by the players hit points. If they both have the same amount of hit points left change both of their hit points to 0. You can not use this action again until you complete a long rest.
first of all: neat, its like that one nifty move from pokemon that allows really weak lvl 1's to beat max level gods by good prediction
second of all: this seems like a really weak abillity in that if you are bad at predicting health you will actively punish your teamates for it, also what does this have to do with the sorcerer in general?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
So I like to look at older editions to inspire new ideas. Sorcerers lack flexibility with their spells selection but have a lot more power and can cast more spells in earlier editions. Metamagic is now Sorcerer only, so I'd say double down on that with Metamagic Mastery
First off, you now know all Metamagics, second off you can apply two metamagic features to the same spell by spending an additional 2 sorcery points. Or if we want to make it crazy we can have it so that you know all metamagics and you can pick one to be your Masteres Metamagic. That metamagic can now be applied alongside another metamagic, and costs 3 fewer sorcery points to use, so that it isn't busted with twinned.
At 20th level, you are attuned to the power of magic, and thus can resist and combat it well. You have advantage on saves against spells and other magical effects, resistance to the damage of spells of 3rd level or lower, and may add half your proficiency bonus (rounded down) to checks made to counter or dispel spells.
Yeah giving a PC spell resistance may seem powerful, but this is level 20, and odds are the sorcerer will be in back and far from spells.
At 20th level, you are attuned to the power of magic, and thus can resist and combat it well. You have advantage on saves against spells and other magical effects, resistance to the damage of spells of 3rd level or lower, and may add half your proficiency bonus (rounded down) to checks made to counter or dispel spells.
Yeah giving a PC spell resistance may seem powerful, but this is level 20, and odds are the sorcerer will be in back and far from spells.
an 14th level abjuration wizard gets resistance to damage from all spells and have advantage on saving throws against spells and magical effects, and the secondary benefit is something the abjuration wizard got by 10th level but better and something the bard gets at level 2, but better, compared to these other effects this is actually an much worse feature
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Oath of the Ancients Paladins also get resistance to spells, but starting at 7th level and get to share it with nearby allies, which becomes a 30 foot radius at 18th level.
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That would be very helpful.
also, i think that it would be cool if sorcerers got an feature similar to the bard's magical secrets where they can suddenly choose spells from any list, sort of like how spellcasting dragons can, but only a single spell since it could really fit into the lore, the sorcerer is an manifestation of magic, it makes sense for some of the stronger sorcerers to have acess to rather unique spells usually associated with other classes, especially if they fit into the backstory of the particular sorcerer, an fiendish sorcerer might gain conjure lesser demons, an druidic one might gain shapechange, conjure woodland beings or entangle, one born from an magic lich experiment might get an typically more arcane spell like ottilukes irresistible sphere, one born from an battle angel might have fing greater steed, so on so fourth. A 20th level sorcerer should be unique, one of a kind, special in some way
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I really like this idea as a way to balance the amount of spells known for Sorceror since they don't have ways of gaining more like the Warlock for instance with Tome Pact and the Ritual Invocation. Maybe like you learn 2 spells based on subclass at level 8 and 2 around level 14 and then at level 18 you get a magical secrets style "choose any spell from any list you want" type of bonus. 5 extra spells include 1 from any list of your choice would go very far in narrowing the balance gap between Sorceror and Wizard.
oh i was thinking more like a single spell at level 20 or maybe also letting the spell gained at 10th or 6th level to also gain this benefit, giving the sorcerer too many bonus spells might step the toes of the bards with their magical secrets a little bit, and among the known casters bard tend to have more normal spells while sorcerers have a bit more cantrips, doing that might change the dynamic between bards and sorcerer in an not good way, while also limiting the creativity of players if the the bonus spells are directly fixed to your subclass (for instance wizards of the coast wants to focus on the healer aspect of the divine soul sorcerer, but i have found that they can make for really good necromancers and so if i got free healing spells at level 8 that dont really work on me zombies what do i do?) an free new spell with encuragement to try and fit the spell to your specific character and their backstory can lead to some fantastic just storytelling opportunities
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
You learn five spells based on your sorcerous origin. For example, Shadow magic would get Shadowblade, Arms of Hadar, etc, while Draconic ancestry gets Darkvision, Dragon Breath, Fireball, etc.
Homebrew is fun.
Sorcerer domain spells.
again, are we to also increase the number of known bard spells at the same time? would that be wise? also most of those are already on the sorcerer list, meaning they would have to be added automatically like domain spells
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
okay just came up with another thing here and thought i might as well share
sorcerous breadth: magic itself begins to bend to your whims. Starting at 20th level you may spend 4 sorcery points to cast an sorcerer spell of 4th level or lower that you don't know. This otherwise follows the normal rules for spell casting, so you still need to spend an spell slot and your spell casting ability is still charisma.
this way an sorcerer suddenly becomes really flexible as an utillity caster, suddenly you will never think "man i wish we had prepared / one of us knew feather fall/ water breathing/ knock/ daylight/ water walk/ see invisibillity" or some other really situational spell, you can always be prepared no matter what. Does this perhaps run a bit contrary to what an sorcerer is? yeah a little, but i just think it would be neat
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Initially considered stealing the Barbarian capstone and going for +4 Charisma (and +4 Charisma maximum) but that felt like it would step on a Bard's toes a bit too much. This alternative should be strong, but hopefully not too much for a level 20 captstone ability.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I always liked the idea of giving them Spell Mastery as a capstone.
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i mean an bard can cast glibness and have expertise in all kinds of charisma skills, so they will still be the way better speaker especially an lore or eloquence bard. This, while more or less the same thing feels incredebly boring, like an static 10% increase? that's it? like even the barbarian also gets an unlimited amount of rages on top of that extra 10% bonus that also significantly buffs their per round damage output and maximum hit points, so like even if we gave the sorcerer +4 cha and +4 cha maximum you would still need more features if you want to make it on-par with archdruid or primal champion, at this point the artificer can get +6 to all saves, many races and some subclasses grant you magic resistance at this point, something much stronger than a static +2 bonus (though they do stack)
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Are we reading the same class features? Where in the description of Primal Champion does it indicate unlimited amount of rages?? I genuinely want this to be true but I don't think it is....
Look in the class table. It lists number of rages at each level, and at level 20, you get unlimited.
It's in the class features table where it lists the number of rages at each level, rather than being part of the trait description.
I think an extra +2 is a pretty big deal for a caster; as the only other way to get those kinds of bonuses are magic items, which you can also stack with it. I should clarify as well, I mean this to be in addition to the existing capstone (regaining some sorcery points if you don't have any).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
sorcerers drainer
at 20th level, once per turn you can target one enemy monster and one of your teammates/yourself. If the enemy target has less hit points than the player bring down the hit points of both the player and the enemy by the enemy hit points, if it is the other way around bring the hit points of both the enemy and the player by the players hit points. If they both have the same amount of hit points left change both of their hit points to 0. You can not use this action again until you complete a long rest.
first of all: neat, its like that one nifty move from pokemon that allows really weak lvl 1's to beat max level gods by good prediction
second of all: this seems like a really weak abillity in that if you are bad at predicting health you will actively punish your teamates for it, also what does this have to do with the sorcerer in general?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
So I like to look at older editions to inspire new ideas. Sorcerers lack flexibility with their spells selection but have a lot more power and can cast more spells in earlier editions. Metamagic is now Sorcerer only, so I'd say double down on that with Metamagic Mastery
First off, you now know all Metamagics, second off you can apply two metamagic features to the same spell by spending an additional 2 sorcery points. Or if we want to make it crazy we can have it so that you know all metamagics and you can pick one to be your Masteres Metamagic. That metamagic can now be applied alongside another metamagic, and costs 3 fewer sorcery points to use, so that it isn't busted with twinned.
Here's my idea-
Arcane Resistance
At 20th level, you are attuned to the power of magic, and thus can resist and combat it well. You have advantage on saves against spells and other magical effects, resistance to the damage of spells of 3rd level or lower, and may add half your proficiency bonus (rounded down) to checks made to counter or dispel spells.
Yeah giving a PC spell resistance may seem powerful, but this is level 20, and odds are the sorcerer will be in back and far from spells.
an 14th level abjuration wizard gets resistance to damage from all spells and have advantage on saving throws against spells and magical effects, and the secondary benefit is something the abjuration wizard got by 10th level but better and something the bard gets at level 2, but better, compared to these other effects this is actually an much worse feature
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Oath of the Ancients Paladins also get resistance to spells, but starting at 7th level and get to share it with nearby allies, which becomes a 30 foot radius at 18th level.