Well, I wasn't expecting people to say it was underpowered. How about this change? 'You may choose to be immune to the effects of a spell of 5th level or lower, an amount of times equal to your charisma modifier per long rest.'?
Im tempted to just say you get infinite metamagic points, but still have a limit on how many you can use to get back spell slots per day. That way, you are a true meta-magic master and get to enjoy that fully for the short time you keep playing level 20.
Infinite Metamagic would probably be jumping the shark a bit. I would say to make it on par with the other strong class capstones and thematics:
Master of Magic: Magic permeates your body and soul and answers to your very whim. You gain the following benefits: 1- Magic resistance: You now have advantage on saves against all spells and magical effects. You gain one additional meta-magic option and your chosen meta-magic options now cost half their normal sorcery points rounded up.
This greatly increases the amount of meta-magic you can use, you now have enough to recover spell slots at a reasonable rate, you have the flexibility of an additional meta-magic option and you have the huge enhancement of magic resistance.
I like that. I don't think level 20 abilities need to worry about "jumping the shark" though. Barbarians get infinite rages and +4 to two stats and Clerics can get an on demand favor from a literal god. A capstone probably should jump the shark.
I like Magic Resistance as part of a capstone, feels very thematic for the sorcerer. Maybe that + some SP regen is enough, but as many have stated I'd move SP regen down into the lower levels, have it scale, and design a killer lvl 20 ability.
Amplified Power: x2 sorcery points (to a maximum of 6) You may spend any multiple of 2 sorcery points (to a maximum of 6) to Amplify a spell. When you do, it is treated as having been cast at one level higher (up to 12th-Level).
Arcane Intuition: While holding a spell scroll, you may spend 1 sorcery point and a spell slot of appropriate level to cast the spell without expending the scroll.
That could be very fun and thematic as well similar to how Paladin capstone changes based on subclass. I have argued for similar treatment for Warlocks- they should get a unique capstone based on their patron. Well great...now I gotta go think up cool capstones for each Sorcerer subclass lol.
Here is what I came up with for the individual capstone ideas
For Wild Magic maybe they could spend like 2 or more sorcery points and can make a number of spell casters, like number of points minus one, to have wild magic with a high chance to trigger like a 25% and will only go away on a long rest if they fail the initial save.
For shadow maybe let them summon two of the shadow dogs per combat for free.
For draconic maybe get the immunities and resistance an adult dragon of your type has.
For storm they could get the ability to heal half of the damage a thunder or lighting attack would cause like they are absorbing the storm to make their own stronger.
For divine soul they could get the cleric's divine intervention.
These were just what I could think of probably not very balanced.
Here is what I came up with for the individual capstone ideas
For Wild Magic maybe they could spend like 2 or more sorcery points and can make a number of spell casters, like number of points minus one, to have wild magic with a high chance to trigger like a 25% and will only go away on a long rest if they fail the initial save.
For shadow maybe let them summon two of the shadow dogs per combat for free.
For draconic maybe get the immunities and resistance an adult dragon of your type has.
For storm they could get the ability to heal half of the damage a thunder or lighting attack would cause like they are absorbing the storm to make their own stronger.
For divine soul they could get the cleric's divine intervention.
These were just what I could think of probably not very balanced.
there are just as many beneficial wild magic effects as hindering ones, and many effects will not help or hurt you so forcing people into wild magic surges would not be an effective debuff, nor would it be an effective buff unless you create an entirely new wild magic table, and the storm sorcerer effect could be easily exploited
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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
I think one of the things people need to consider when suggesting new capstones is to first thinking about what the current one does and why it's already kind of good, even if it's not as good as some others. One of the big features of Sorcerers is that Sorcery Points mean you can either get more out of your regular spell slots using metamagic, or you can regain slots, or a mixture of both depending upon what you need at the time.
It's important to remember though that isn't massively more powerful than what Wizards get; Arcane Recovery for example by level 20 is the equivalent of 14-15 Sorcery Points that can only be spent on recovering spell slots. Similarly at level 18 Spell Mastery lets them cast one level 1 and one level 2 spell for free as much as they want (equivalent to infinite Sorcery Points assuming you're happy to only cast those spells at those levels). And their level 20 capstone is two 3rd level spells for free once each per long rest (equivalent to another 10 Sorcery Points). So in practice for recovery Wizards can recover more (and never run out at all, if you're happy with those mastery spells).
What makes the Sorcerer properly different though is that they have metamagic; they can double up spells, cast any spell as a bonus action on top of a cantrip, and so-on, meaning they can much more out of the same spells in a short amount of time, and I think really that's how you should be using your Sorcery Points, rather than for recovery. With that in mind, regaining 4 points on a short rest isn't a terrible ability, in fact it fits that strategy well, as it means you can dump some sorcery points into ending easier fights sooner if you want to, knowing you'll get them back on a short rest, it means you can use them when you probably wouldn't before, or if you're going into a short rest with 20, you can recover a spell slot at a 4 point discount.
It's also worth noting that pure casters in general are quite strong in 5e, because of the variety of effects they can throw out on demand for any situation, including tricks to get themselves out of trouble, debilitating effects to weaken enemies and so-on.
The problem with the Sorcerer capstone really is that it's a bit underwhelming on a parent class that doesn't get any other unique bonuses (just more metamagic options and sorcery points), though of course sub-classes add a few more. That's not to say that 4 points recovered on a short rest is bad, I actually think it's okay, it just needs a bit more to push it over the line, which is I why I suggested +2 to casting modifier (and attack roll and DC) as it gives the sorcerer a bit more "raw" power over a Wizard as well.
I did have a more powerful idea though, something like:
Sorcerous Restoration
Whenever you cast a cantrip or spell and dislike the result, you may use your reaction to cancel all of the spell's effects and instead recover a number of Sorcery Points equal to the spell's level plus 1 (1 total for a cantrip). Any resources used to cast the spell such as a spell slot or material components are consumed as normal.
Basically anytime you miss or don't get much out of a spell you can choose to recover its energy as Sorcery Points to spend on later turns. This hopefully encourages you to be always casting, and because it works (slowly) with cantrips you're never completely out of metamagic for long even once all your spell slots are gone. This would give sorcerers a very different, and I think flavourful, form of longevity in their casting, as well as basically giving you an "undo" button on your instinctive casting of magic that could represent you anticipating the failed result and recalling the energy.
there are just as many beneficial wild magic effects as hindering ones, and many effects will not help or hurt you so forcing people into wild magic surges would not be an effective debuff, nor would it be an effective buff unless you create an entirely new wild magic table, and the storm sorcerer effect could be easily exploited
Well the wild magic idea was more of to increase the randomness which makes it harder for the enemy to do their predicted plan, maybe the ability that they roll twice but the sorcerer can chose which will go off.
The storm sorcery effect is probably overpowered I am not going to argue about it but the DM can always not target him
The storm sorcery effect is probably overpowered I am not going to argue about it but the DM can always not target him
...just becuase the DM is not targeting the storm sorcerer does not mean that the storm sorcerer is not targeting the storm sorcerer with lighting damage, or that one of his allies wont... You have like shocking grasp and lightning lure and shit it should not be hard to zap yourself
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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
Mindless Magic/ Self-sustaining Spell/ (or some other better name)
at Lvl 20 in this class, when you cast a spell of 1st lvl or higher that requires concentration, you can spend sorcery points equal to twice the spell’s lvl to eliminate the need for concentration. The spell will last up to its full duration unless you’re incapacitated, or until you use this feature again, in which case the spell ends as if concentration has been broken.
no other metamagic can be applied to a spell used with this feature
How about: being of pure magic/vessel for magic: when targeted by a spell, or in spells area of effect you can choose to spend reaction for that turn in attampt to absorb the spell.
absorb dc is spells slot used times 2 + casters spell casting ability modifier, roll d20 and add charisma modifier to it. On sucess if you have empty spell slot for a spell absorbed you regain one for that spell level, if not gain sourcery points equal spell slot of the spell used times 2 and take force damange equal to d10 times spell slot used and spell disapears whitout any of the effects happening. On failiure spell happens normally. No limit other than reaction, so once per turn. Mayby ability to absorb spells on your turn by spending action or bonus action and reaction for that turn, spell or affected person/animal/monstrosity/whatever must be whitin touch range, cant absorb ”permanent” spells this way. You can spend sourcery points to extend reach of this absorb effect by 10 feet per sourcery point.
absorb dc might need to be rebalanced tho, just general idea so far.
Your have forged your body, mind, and spirit into a pure conduit of arcane potential, which now emanates from you as a sheer force of will that is fully under your control. Your Charisma and Constitution scores increase by 4. Your maximum for those scores is now 24.
Additionally, choose one Metamagic option you know. The effects of this Metamagic feature now passively applies to all spells you cast if it is applicable (for example, you can still only twin spells that only target on enemy). You can apply any other Metamagic options to your spells using Sorcery points as normal. Metamagic applied using Sorcery points still follow the normal rules.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Your have forged your body, mind, and spirit into a pure conduit of arcane potential, which now emanates from you as a sheer force of will that is fully under your control. Your Charisma and Constitution scores increase by 4. Your maximum for those scores is now 24.
Additionally, choose one Metamagic option you know. The effects of this Metamagic feature now passively applies to all spells you cast if it is applicable (for example, you can still only twin spells that only target on enemy). You can apply any other Metamagic options to your spells using Sorcery points as normal. Metamagic applied using Sorcery points still follow the normal rules.
for most metamagic options, the second benefit would be just some pretty nifty flavour but nothing too potent in the end
for quickened spell or twinned spell on the other hand this is absolutely overpowered, almost to the point of surpassing even the druid's absolutely busted capstone abillity, either ruining action economy forever or making many spells twice as potent and might make a sorcerer who just happens to know finger of death the most powerful necromancer in the game hands down
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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 merge with magic, not the weave as most know it, but as its primal form untouched by Mystra, a wellspring of infinite power and possibility.
You can cast detect magic and identify at will, without expending a spell slot. In addition, creatures have disadvantage on checks made to dispel or counter your spells, and while you or a target of one of your spells is in an antimagic field you can still cast spells, but you have disadvantage on spell attacks and creatures have advantage on saves against your spells.
Also, you cannot die of old age, you stop aging and any effect that would age you has no effect. This works differently depending on your sorcerous origin.
Shadow Magic: You only age while in bright light or for 1 minute after taking radiant damage, and for every 8 hours you spend in darkness you become one year younger, to a minimum age of the age you gained this feature.
Divine Soul: You only age while within thirty feet of an evil creature (if good), good creature (if evil), or lawful good or chaotic evil creature (if neutral), and for every 8 hours you spend within thirty feet of an evil creature (if evil), good creature (if good) or neutral creature (if neutral) you become one year younger, to a minimum age of the age you gained this feature.
Draconic Bloodline: For every thousand years that pass you only age 1 year, and you can spend one spell slot as an action to become one year younger, to a minimum age of the age you gained this feature.
Wild Magic: You can die of old age. Whenever you finish a long rest or trigger a wild magic surge, flip a coin. If it lands on heads, you age backward at twice the normal speed, to a minimum age of your charisma modifier + 1d20. If it lands on tails, you age normally at twice the normal speed. If you die of old age you instantly turn to dust, and reform at the age of 13 after 24 hours in the closest unoccupied space from where you died. If the coin lands on its side and doesn't fall over, the speed at which you age is permanently and cumulatively doubled.
Storm Soul: You only age while you don't have clear path to the sky, and for every 8 hours you spend in story conditions you become one year younger, to a minimum age of the age you gained this feature.
Aberrant Mind: You now longer age, instead you slowly evolve into a different creature of the DM's choice after a number of years equal to your races average age times 50.
Clockwork Soul: You are trapped in a stasis and no longer age. If you are exposed to forces of pure chaos, such as Limbo or a wild magic surge the stasis is ended for a time period of the DM's choice.
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 can attempt to cast an instantaneous spell up to 5th level without expending any spell slots, but doing so will add a number of turns to the casting time equal to the level of the spell. For example, casting a 4th level spell will take five turns (the usual one, plus four more). Once the spell is cast, roll a D20, if the result is equal to or less than the level of the spell, you will suffer one level of exhaustion.
I'm not sure if the exhaustion element is really necessary or not, though it feels like some additional factor is needed beyond simply the maximum level and extra casting time, otherwise it could be abused (probably still can be). Basically in a pinch this allows you to cast a 1st level spell once every two turns in combat, but more likely you're going to use this outside of combat to conserve spell slots so that you don't reach that point in the first place.
Fuelled by Destruction
Whenever you slay one or more creatures with a sorcerer spell of 1st level or higher during a single turn, you will recover a number of sorcery points equal to half the total Challenge Ratings of those creatures (rounded down). If your sorcerer spells of 1st level or higher contributed to the death of a creature, but you did not deal the killing blow, your DM may instead award you a suitable portion of the sorcery points that you would have received had you done so.
I'm not sure if half CR is the correct threshold for this or not, but it gives an alternate form of sorcerery point recovery, very likely giving more sorcery points overall; it's intentionally a "spend money to make money" type feature, in that you have to cast spells that consume slots to qualify, so if get to the point where you're running on cantrips only then you're still stuck.
Well, I wasn't expecting people to say it was underpowered. How about this change? 'You may choose to be immune to the effects of a spell of 5th level or lower, an amount of times equal to your charisma modifier per long rest.'?
Im tempted to just say you get infinite metamagic points, but still have a limit on how many you can use to get back spell slots per day. That way, you are a true meta-magic master and get to enjoy that fully for the short time you keep playing level 20.
Infinite Metamagic would probably be jumping the shark a bit. I would say to make it on par with the other strong class capstones and thematics:
Master of Magic: Magic permeates your body and soul and answers to your very whim. You gain the following benefits: 1- Magic resistance: You now have advantage on saves against all spells and magical effects. You gain one additional meta-magic option and your chosen meta-magic options now cost half their normal sorcery points rounded up.
This greatly increases the amount of meta-magic you can use, you now have enough to recover spell slots at a reasonable rate, you have the flexibility of an additional meta-magic option and you have the huge enhancement of magic resistance.
I like that. I don't think level 20 abilities need to worry about "jumping the shark" though. Barbarians get infinite rages and +4 to two stats and Clerics can get an on demand favor from a literal god. A capstone probably should jump the shark.
I like Magic Resistance as part of a capstone, feels very thematic for the sorcerer. Maybe that + some SP regen is enough, but as many have stated I'd move SP regen down into the lower levels, have it scale, and design a killer lvl 20 ability.
Partway through the quest for absolute truth.
Amplified Power: x2 sorcery points (to a maximum of 6) You may spend any multiple of 2 sorcery points (to a maximum of 6) to Amplify a spell. When you do, it is treated as having been cast at one level higher (up to 12th-Level).
Arcane Intuition: While holding a spell scroll, you may spend 1 sorcery point and a spell slot of appropriate level to cast the spell without expending the scroll.
Considering what Sorcerer's are, I think that it'd make most sense for their capstone to be subclass ability, the pinnacle of their blood line.
That could be very fun and thematic as well similar to how Paladin capstone changes based on subclass. I have argued for similar treatment for Warlocks- they should get a unique capstone based on their patron. Well great...now I gotta go think up cool capstones for each Sorcerer subclass lol.
I think Draconic Bloodline Sorcerers might be a bit ovbious, Polymorphing into the Young Dragon version of themselves once per long rest
Here is what I came up with for the individual capstone ideas
For Wild Magic maybe they could spend like 2 or more sorcery points and can make a number of spell casters, like number of points minus one, to have wild magic with a high chance to trigger like a 25% and will only go away on a long rest if they fail the initial save.
For shadow maybe let them summon two of the shadow dogs per combat for free.
For draconic maybe get the immunities and resistance an adult dragon of your type has.
For storm they could get the ability to heal half of the damage a thunder or lighting attack would cause like they are absorbing the storm to make their own stronger.
For divine soul they could get the cleric's divine intervention.
These were just what I could think of probably not very balanced.
there are just as many beneficial wild magic effects as hindering ones, and many effects will not help or hurt you so forcing people into wild magic surges would not be an effective debuff, nor would it be an effective buff unless you create an entirely new wild magic table, and the storm sorcerer effect could be easily exploited
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 think one of the things people need to consider when suggesting new capstones is to first thinking about what the current one does and why it's already kind of good, even if it's not as good as some others. One of the big features of Sorcerers is that Sorcery Points mean you can either get more out of your regular spell slots using metamagic, or you can regain slots, or a mixture of both depending upon what you need at the time.
It's important to remember though that isn't massively more powerful than what Wizards get; Arcane Recovery for example by level 20 is the equivalent of 14-15 Sorcery Points that can only be spent on recovering spell slots. Similarly at level 18 Spell Mastery lets them cast one level 1 and one level 2 spell for free as much as they want (equivalent to infinite Sorcery Points assuming you're happy to only cast those spells at those levels). And their level 20 capstone is two 3rd level spells for free once each per long rest (equivalent to another 10 Sorcery Points). So in practice for recovery Wizards can recover more (and never run out at all, if you're happy with those mastery spells).
What makes the Sorcerer properly different though is that they have metamagic; they can double up spells, cast any spell as a bonus action on top of a cantrip, and so-on, meaning they can much more out of the same spells in a short amount of time, and I think really that's how you should be using your Sorcery Points, rather than for recovery. With that in mind, regaining 4 points on a short rest isn't a terrible ability, in fact it fits that strategy well, as it means you can dump some sorcery points into ending easier fights sooner if you want to, knowing you'll get them back on a short rest, it means you can use them when you probably wouldn't before, or if you're going into a short rest with 20, you can recover a spell slot at a 4 point discount.
It's also worth noting that pure casters in general are quite strong in 5e, because of the variety of effects they can throw out on demand for any situation, including tricks to get themselves out of trouble, debilitating effects to weaken enemies and so-on.
The problem with the Sorcerer capstone really is that it's a bit underwhelming on a parent class that doesn't get any other unique bonuses (just more metamagic options and sorcery points), though of course sub-classes add a few more. That's not to say that 4 points recovered on a short rest is bad, I actually think it's okay, it just needs a bit more to push it over the line, which is I why I suggested +2 to casting modifier (and attack roll and DC) as it gives the sorcerer a bit more "raw" power over a Wizard as well.
I did have a more powerful idea though, something like:
Basically anytime you miss or don't get much out of a spell you can choose to recover its energy as Sorcery Points to spend on later turns. This hopefully encourages you to be always casting, and because it works (slowly) with cantrips you're never completely out of metamagic for long even once all your spell slots are gone. This would give sorcerers a very different, and I think flavourful, form of longevity in their casting, as well as basically giving you an "undo" button on your instinctive casting of magic that could represent you anticipating the failed result and recalling the energy.
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Well the wild magic idea was more of to increase the randomness which makes it harder for the enemy to do their predicted plan, maybe the ability that they roll twice but the sorcerer can chose which will go off.
The storm sorcery effect is probably overpowered I am not going to argue about it but the DM can always not target him
...just becuase the DM is not targeting the storm sorcerer does not mean that the storm sorcerer is not targeting the storm sorcerer with lighting damage, or that one of his allies wont... You have like shocking grasp and lightning lure and shit it should not be hard to zap yourself
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
Mindless Magic/ Self-sustaining Spell/ (or some other better name)
at Lvl 20 in this class, when you cast a spell of 1st lvl or higher that requires concentration, you can spend sorcery points equal to twice the spell’s lvl to eliminate the need for concentration. The spell will last up to its full duration unless you’re incapacitated, or until you use this feature again, in which case the spell ends as if concentration has been broken.
no other metamagic can be applied to a spell used with this feature
How about: being of pure magic/vessel for magic: when targeted by a spell, or in spells area of effect you can choose to spend reaction for that turn in attampt to absorb the spell.
absorb dc is spells slot used times 2 + casters spell casting ability modifier, roll d20 and add charisma modifier to it. On sucess if you have empty spell slot for a spell absorbed you regain one for that spell level, if not gain sourcery points equal spell slot of the spell used times 2 and take force damange equal to d10 times spell slot used and spell disapears whitout any of the effects happening. On failiure spell happens normally. No limit other than reaction, so once per turn. Mayby ability to absorb spells on your turn by spending action or bonus action and reaction for that turn, spell or affected person/animal/monstrosity/whatever must be whitin touch range, cant absorb ”permanent” spells this way. You can spend sourcery points to extend reach of this absorb effect by 10 feet per sourcery point.
absorb dc might need to be rebalanced tho, just general idea so far.
Sorcerous Mastery (boring but here we go)
Your have forged your body, mind, and spirit into a pure conduit of arcane potential, which now emanates from you as a sheer force of will that is fully under your control. Your Charisma and Constitution scores increase by 4. Your maximum for those scores is now 24.
Additionally, choose one Metamagic option you know. The effects of this Metamagic feature now passively applies to all spells you cast if it is applicable (for example, you can still only twin spells that only target on enemy). You can apply any other Metamagic options to your spells using Sorcery points as normal. Metamagic applied using Sorcery points still follow the normal rules.
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My hombrew Great Wyrm Dragons
for most metamagic options, the second benefit would be just some pretty nifty flavour but nothing too potent in the end
for quickened spell or twinned spell on the other hand this is absolutely overpowered, almost to the point of surpassing even the druid's absolutely busted capstone abillity, either ruining action economy forever or making many spells twice as potent and might make a sorcerer who just happens to know finger of death the most powerful necromancer in the game hands down
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
How about this:
Embodiment of Magic.
You merge with magic, not the weave as most know it, but as its primal form untouched by Mystra, a wellspring of infinite power and possibility.
You can cast detect magic and identify at will, without expending a spell slot. In addition, creatures have disadvantage on checks made to dispel or counter your spells, and while you or a target of one of your spells is in an antimagic field you can still cast spells, but you have disadvantage on spell attacks and creatures have advantage on saves against your spells.
Also, you cannot die of old age, you stop aging and any effect that would age you has no effect. This works differently depending on your sorcerous origin.
Shadow Magic: You only age while in bright light or for 1 minute after taking radiant damage, and for every 8 hours you spend in darkness you become one year younger, to a minimum age of the age you gained this feature.
Divine Soul: You only age while within thirty feet of an evil creature (if good), good creature (if evil), or lawful good or chaotic evil creature (if neutral), and for every 8 hours you spend within thirty feet of an evil creature (if evil), good creature (if good) or neutral creature (if neutral) you become one year younger, to a minimum age of the age you gained this feature.
Draconic Bloodline: For every thousand years that pass you only age 1 year, and you can spend one spell slot as an action to become one year younger, to a minimum age of the age you gained this feature.
Wild Magic: You can die of old age. Whenever you finish a long rest or trigger a wild magic surge, flip a coin. If it lands on heads, you age backward at twice the normal speed, to a minimum age of your charisma modifier + 1d20. If it lands on tails, you age normally at twice the normal speed. If you die of old age you instantly turn to dust, and reform at the age of 13 after 24 hours in the closest unoccupied space from where you died. If the coin lands on its side and doesn't fall over, the speed at which you age is permanently and cumulatively doubled.
Storm Soul: You only age while you don't have clear path to the sky, and for every 8 hours you spend in story conditions you become one year younger, to a minimum age of the age you gained this feature.
Aberrant Mind: You now longer age, instead you slowly evolve into a different creature of the DM's choice after a number of years equal to your races average age times 50.
Clockwork Soul: You are trapped in a stasis and no longer age. If you are exposed to forces of pure chaos, such as Limbo or a wild magic surge the stasis is ended for a time period of the DM's choice.
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.
I actually had a couple more ideas while messing around with the Wild Magic Sorcerer sub-class which could be interesting as a class level captstone:
I'm not sure if the exhaustion element is really necessary or not, though it feels like some additional factor is needed beyond simply the maximum level and extra casting time, otherwise it could be abused (probably still can be). Basically in a pinch this allows you to cast a 1st level spell once every two turns in combat, but more likely you're going to use this outside of combat to conserve spell slots so that you don't reach that point in the first place.
I'm not sure if half CR is the correct threshold for this or not, but it gives an alternate form of sorcerery point recovery, very likely giving more sorcery points overall; it's intentionally a "spend money to make money" type feature, in that you have to cast spells that consume slots to qualify, so if get to the point where you're running on cantrips only then you're still stuck.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.