I have been working hard on a new subclass for a sorcerer idea I had and it's specifically for those who want to play a slime, ooze, or plasmoid race. Temporary it will be called the Inkling Bloodline. Let me know what you all think
I'm not sure what you mean by op for the 14th level spell. I just took the same magic resistance that most monsters can get. It's just advantage on saves against spells and effects. It doesn't negate damage. You can still take half damage even if you save.
I agree though that my wording has to be a bit better. It was something I wanted to really get written before I forgot. But I do plan on updating the wording.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Any recommendations on how to improve the capstone feature? It was something I thought it was useful, but I get what you are saying by being underwhelming.
1st level - I think that you should limit the number of spells that can be learned/prepared at a time (maybe only ones that don't have a material cost that is consumed?) and it shouldn't be able to learn cantrips. "At will" typically means it can be cast with no cost at all. I'd want the sorcery point cost to sound something like this: "When you cast a spell of 1st-level or higher that you learned with this feature, you must spend a number of sorcery points equal to that spell's level rather than expending a spell slot." (not perfect but it's more clear).
6th level - Love this. It's a tiny bit redundant with the 14th level feature, mechanically speaking, but it's definitely not a flavor issue. If it ends up being too strong for a campaign or one-shot, you could make it cost a sorcery point and have it last for an hour or something.
14th level - Perfect.
18th level - I like the idea but it's a bit clunky. Redirecting spells can be very powerful (even just spell attacks). However, I think it should be limited use or have a sorcery point cost associated with it. You could probably steal the wording from Evasion and/or Uncanny Dodge to make it sound better. This is what I would make it do for limited use: Succeeding on a saving throw against a spell that deals damage or a spell attack misses you, use reaction to redirect part of the spell back at the caster, caster must succeed on same save or take the same damage you took. Can only use the feature Charisma modifier many times.
1st level - I think that you should limit the number of spells that can be learned/prepared at a time (maybe only ones that don't have a material cost that is consumed?) and it shouldn't be able to learn cantrips. "At will" typically means it can be cast with no cost at all. I'd want the sorcery point cost to sound something like this: "When you cast a spell of 1st-level or higher that you learned with this feature, you must spend a number of sorcery points equal to that spell's level rather than expending a spell slot." (not perfect but it's more clear).
So you can't learn any spell that says something like uses a pearl that costs 100gp? Also why wouldn't you allow cantrips to be learned? The "at will" part was there mostly to state that they can be used without limit but ifnit was 1st level or higher you need to use sorcerer points. Maybe I should say cantrips can be cast at no cost while anything 1st level or higher must use a sorcery point equal to the spells level
6th level - Love this. It's a tiny bit redundant with the 14th level feature, mechanically speaking, but it's definitely not a flavor issue. If it ends up being too strong for a campaign or one-shot, you could make it cost a sorcery point and have it last for an hour or something.
Yea this level 6 feature was more flavor to give it more slime feel. Since the class is made for slime, ooze, or plasmoid races, and they can do this already, it's nice that they can now include their gear to go with them without issue, maybe though I should limit it to perficiency bonus or charisma modifier? I was also maybe going to add a clause that if you sit in a space smaller than 1 foot (or something like that) at least one round you take 1d6 or 1d4 (not sure which yet) damage round you are there. Reason was that if you use this to say hide from a guard and they are patrolling you shouldn't be allowed to stay in that form that small with your gear forever.
18th level - I like the idea but it's a bit clunky. Redirecting spells can be very powerful (even just spell attacks). However, I think it should be limited use or have a sorcery point cost associated with it. You could probably steal the wording from Evasion and/or Uncanny Dodge to make it sound better. This is what I would make it do for limited use: Succeeding on a saving throw against a spell that deals damage or a spell attack misses you, use reaction to redirect part of the spell back at the caster, caster must succeed on same save or take the same damage you took. Can only use the feature Charisma modifier many times.
I thought the 14th level one was fair and balanced too ^_^.
The capstone one though does need work. It kinda felt meh but I wasn't sure was feature to put. I think it would be way more powerful if it did any spell and spell attacks. But if we maybe want to go that route maybe something like "If you take damage from a spell or spell attack you can use your reaction to deal damage back to the castor equal to the damage you took (the damage type is the same as you took as well). You may use this feature a number of times equal to your proficiency bonus per long rest."
This way if you save and take half damage the castor can only take half damage too. It also isn't over powered either because monster features don't work (like breath attacks). Also what are your thoughts on redirecting spell effects? Like if someone tried to charm person you and you save you can redirect that spell back to the castor and they now have to save. Too over powered?
Thank you for the information it really was helpful!
I'm not sure what you mean by op for the 14th level spell. I just took the same magic resistance that most monsters can get. It's just advantage on saves against spells and effects. It doesn't negate damage. You can still take half damage even if you save.
I agree though that my wording has to be a bit better. It was something I wanted to really get written before I forgot. But I do plan on updating the wording.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Any recommendations on how to improve the capstone feature? It was something I thought it was useful, but I get what you are saying by being underwhelming.
Thank you for your help btw!
The level 14 feature is op because "other magical effects” applies to almost all special monster abilities, magical traps, etc.. You could make the capstone like other sorcerer subclass capstones, aka a 1/long rest active ability, like a counterspell with no chance of failing, that can be used more times using sorcery points. Check out the draconic bloodline’s level 18 feature.
1st level - I think that you should limit the number of spells that can be learned/prepared at a time (maybe only ones that don't have a material cost that is consumed?) and it shouldn't be able to learn cantrips. "At will" typically means it can be cast with no cost at all. I'd want the sorcery point cost to sound something like this: "When you cast a spell of 1st-level or higher that you learned with this feature, you must spend a number of sorcery points equal to that spell's level rather than expending a spell slot." (not perfect but it's more clear).
6th level - Love this. It's a tiny bit redundant with the 14th level feature, mechanically speaking, but it's definitely not a flavor issue. If it ends up being too strong for a campaign or one-shot, you could make it cost a sorcery point and have it last for an hour or something.
14th level - Perfect.
18th level - I like the idea but it's a bit clunky. Redirecting spells can be very powerful (even just spell attacks). However, I think it should be limited use or have a sorcery point cost associated with it. You could probably steal the wording from Evasion and/or Uncanny Dodge to make it sound better. This is what I would make it do for limited use: Succeeding on a saving throw against a spell that deals damage or a spell attack misses you, use reaction to redirect part of the spell back at the caster, caster must succeed on same save or take the same damage you took. Can only use the feature Charisma modifier many times.
I agree with you on the level 6, disagree on level 14, and I like your idea for the capstone, but maybe costs 2 or 3 sorcery points.
The problem with the level 1 feature: sorcerers are not wizards. You already have almost double the normal sorcerer spells, and you don’t need more. You could allow access to the wizard spell list, which is powerful on its own, and maybe make the absorbing spells something like ‘if you find a wizard or sorcerer spell of a level you can cast, you can choose to spend 50 gp and 2 hours per level of the spell to swap out one of your known spells of the same level for the scribed spell.’ That doesn’t add more spells but adds a lot of versatility, and the extra spells at level 1 are already more than enough.
The problem with the level 1 feature: sorcerers are not wizards. You already have almost double the normal sorcerer spells, and you don’t need more. You could allow access to the wizard spell list, which is powerful on its own, and maybe make the absorbing spells something like ‘if you find a wizard or sorcerer spell of a level you can cast, you can choose to spend 50 gp and 2 hours per level of the spell to swap out one of your known spells of the same level for the scribed spell.’ That doesn’t add more spells but adds a lot of versatility, and the extra spells at level 1 are already more than enough.
So almost make it like a spell book where you can swap one spell for another for the day rather than just straight up adding it to your repertoire to use whenever?
I'm not sure what you mean by op for the 14th level spell. I just took the same magic resistance that most monsters can get. It's just advantage on saves against spells and effects. It doesn't negate damage. You can still take half damage even if you save.
I agree though that my wording has to be a bit better. It was something I wanted to really get written before I forgot. But I do plan on updating the wording.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Any recommendations on how to improve the capstone feature? It was something I thought it was useful, but I get what you are saying by being underwhelming.
Thank you for your help btw!
The level 14 feature is op because "other magical effects” applies to almost all special monster abilities, magical traps, etc.. You could make the capstone like other sorcerer subclass capstones, aka a 1/long rest active ability, like a counterspell with no chance of failing, that can be used more times using sorcery points. Check out the draconic bloodline’s level 18 feature.
How would you reword the level 14 feature then? Something like "you have advantage on saving throws against spells." Would that work something simple or should it have more detail?
1st level - This should be limited to 1 spell at a time of a level for which you have spell slots available, it also should not be able to apply to any spell that have a component with a gold value or that consumes its material components. [Being able to cast Wish at level 9, or Simulacrum at level 7 is completely bonkers!]
Inkling Spells - Why did you pick these? They seem very random to me and nothing to do with being an ooze. Suggestions for Ooze-Theme spells: 1st level : Grease, Detect Magic, Inflict Wounds, Entangle 2nd level : Acid Arrow, Alter Self, Blur, Enlarge/Reduce, Hold Person 3rd level : Dispel Magic, Gaseous Form, Meld into Stone, Slow, Sleet Storm 4th level : Black Tentacles, Compulsion, Confusion, Control Water, Polymorph, Stone Shape 5th level : Passwall, Telekinesis, Hold Monster, Mislead
6th level - Looks good. You just need a clause to specify what happens to objects you are holding / carrying / touching.
1st level - This should be limited to 1 spell at a time of a level for which you have spell slots available, it also should not be able to apply to any spell that have a component with a gold value or that consumes its material components. [Being able to cast Wish at level 9, or Simulacrum at level 7 is completely bonkers!]
Inkling Spells - Why did you pick these? They seem very random to me and nothing to do with being an ooze. Suggestions for Ooze-Theme spells: 1st level : Grease, Detect Magic, Inflict Wounds, Entangle 2nd level : Acid Arrow, Alter Self, Blur, Enlarge/Reduce, Hold Person 3rd level : Dispel Magic, Gaseous Form, Meld into Stone, Slow, Sleet Storm 4th level : Black Tentacles, Compulsion, Confusion, Control Water, Polymorph, Stone Shape 5th level : Passwall, Telekinesis, Hold Monster, Mislead
6th level - Looks good. You just need a clause to specify what happens to objects you are holding / carrying / touching.
14th level - What is a "magical attack"???
18th level - This needs to have limited uses.
Yea some other people said the same thing about the type of spells that can be picked and I kind of agree. After thinking about the amount of spells that are gotten I think I plan on removing the extra spell list, but idk what to replace that feature with moving forward. Any ideas?
Yea for the 14th level spell I'm a bit vague now that I look at it. I'll try to reword. It's basically suppose to give you advantage on saving throws when attacked by spells (fireball, charm person, etc).
The 18th feature I feel is a little lack luster and could use some modification. Whether that be a limited use or just a change in general. Any ideas I am very willing to listen.
The problem with the level 1 feature: sorcerers are not wizards. You already have almost double the normal sorcerer spells, and you don’t need more. You could allow access to the wizard spell list, which is powerful on its own, and maybe make the absorbing spells something like ‘if you find a wizard or sorcerer spell of a level you can cast, you can choose to spend 50 gp and 2 hours per level of the spell to swap out one of your known spells of the same level for the scribed spell.’ That doesn’t add more spells but adds a lot of versatility, and the extra spells at level 1 are already more than enough.
So almost make it like a spell book where you can swap one spell for another for the day rather than just straight up adding it to your repertoire to use whenever?
I'm not sure what you mean by op for the 14th level spell. I just took the same magic resistance that most monsters can get. It's just advantage on saves against spells and effects. It doesn't negate damage. You can still take half damage even if you save.
I agree though that my wording has to be a bit better. It was something I wanted to really get written before I forgot. But I do plan on updating the wording.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Any recommendations on how to improve the capstone feature? It was something I thought it was useful, but I get what you are saying by being underwhelming.
Thank you for your help btw!
The level 14 feature is op because "other magical effects” applies to almost all special monster abilities, magical traps, etc.. You could make the capstone like other sorcerer subclass capstones, aka a 1/long rest active ability, like a counterspell with no chance of failing, that can be used more times using sorcery points. Check out the draconic bloodline’s level 18 feature.
How would you reword the level 14 feature then? Something like "you have advantage on saving throws against spells." Would that work something simple or should it have more detail?
The problem with the level 1 feature: sorcerers are not wizards. You already have almost double the normal sorcerer spells, and you don’t need more. You could allow access to the wizard spell list, which is powerful on its own, and maybe make the absorbing spells something like ‘if you find a wizard or sorcerer spell of a level you can cast, you can choose to spend 50 gp and 2 hours per level of the spell to swap out one of your known spells of the same level for the scribed spell.’ That doesn’t add more spells but adds a lot of versatility, and the extra spells at level 1 are already more than enough.
So almost make it like a spell book where you can swap one spell for another for the day rather than just straight up adding it to your repertoire to use whenever?
I'm not sure what you mean by op for the 14th level spell. I just took the same magic resistance that most monsters can get. It's just advantage on saves against spells and effects. It doesn't negate damage. You can still take half damage even if you save.
I agree though that my wording has to be a bit better. It was something I wanted to really get written before I forgot. But I do plan on updating the wording.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Any recommendations on how to improve the capstone feature? It was something I thought it was useful, but I get what you are saying by being underwhelming.
Thank you for your help btw!
The level 14 feature is op because "other magical effects” applies to almost all special monster abilities, magical traps, etc.. You could make the capstone like other sorcerer subclass capstones, aka a 1/long rest active ability, like a counterspell with no chance of failing, that can be used more times using sorcery points. Check out the draconic bloodline’s level 18 feature.
How would you reword the level 14 feature then? Something like "you have advantage on saving throws against spells." Would that work something simple or should it have more detail?
You are correct about the level 1 feature. For the level 14, maybe make it advantage on saves against spells and half damage from spells. It’s fine if it’s simple.
Beginning at 18th level, you can channel the arcane magical resistance and are able to release it when hit by spells. As a reaction when you are hit by a melee or ranged spell attack, you can force the attacker to make an Intelligence saving throw against your spell save DC. On a failure, the spell is redirected to the caster, using the original attack roll and damage roll. You take no damage, and if the total for the attack roll would hit the caster’s armor class, the caster takes all the damage the Spell would have dealt.
broad enough to not be be too weak, specific enough to not need limited uses. The subclass as a whole feels like ‘slime at low levels, Magic resistance at high levels’
That is actually not a bad idea. Also what did you mean "slime at low levels, magic resistance at high levels" though? Also in regards to the level 1 feature would you remove the given spells at level 1 since the feature itself can get you more spells to use or keep the given ones and then let the player get more spells over time to switch out on a day by day basis like a spell book?
That is actually not a bad idea. Also what did you mean "slime at low levels, magic resistance at high levels" though? Also in regards to the level 1 feature would you remove the given spells at level 1 since the feature itself can get you more spells to use or keep the given ones and then let the player get more spells over time to switch out on a day by day basis like a spell book?
The level one feature could look like this:
You inscribe sorcerous magic into yourself, using your own slime as ink. You learn the following sorcerer spells at the indicated levels:
***insert your spell table here*** on your adventures, you may find additional spells in scrolls and spellbooks. You can spend 50 gp and 2 hours per level of the spell to absorb the ink and the spell into yourself, replacing one of the other spells that you have learned using this feature with that spell.
About my comment on slime and magic resistance: half the features are ooze-themed and the other half protect you against spells.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Why not make a Wizard subclass then? It is completely broken to have unlimited number of spells known as the Sorcerer is not a preparation caster like the Wizard is. Also what does knowing all possible spells have to do with being an ooze? Other than the 6th level feature, I don't see anything related to being an ooze in this subclass that is supposed to be about being an ooze.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Why not make a Wizard subclass then? It is completely broken to have unlimited number of spells known as the Sorcerer is not a preparation caster like the Wizard is. Also what does knowing all possible spells have to do with being an ooze? Other than the 6th level feature, I don't see anything related to being an ooze in this subclass that is supposed to be about being an ooze.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Why not make a Wizard subclass then? It is completely broken to have unlimited number of spells known as the Sorcerer is not a preparation caster like the Wizard is. Also what does knowing all possible spells have to do with being an ooze? Other than the 6th level feature, I don't see anything related to being an ooze in this subclass that is supposed to be about being an ooze.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Why not make a Wizard subclass then? It is completely broken to have unlimited number of spells known as the Sorcerer is not a preparation caster like the Wizard is. Also what does knowing all possible spells have to do with being an ooze? Other than the 6th level feature, I don't see anything related to being an ooze in this subclass that is supposed to be about being an ooze.
I agree with every word of this.
I'll try to answer you both here. I was thinking of this originally but every wizard subclass uses a spell book that you need to put the spells in. There was this cool monster in a Kobold press book called the "Inkling" and it was able to steal magic from spell books and scrolls and then cast them once per day. In the book they put a limit on it to 1st and 2nd level spells only, but I made a sidekick character for a friend of mine that can take any spells and cast them once a day and they love the little blob of ink and try to buy spells scrolls for it to consume all the time. So I wanted to take that concept and make a PC for it, but I wanted to make it as balanced as possible. The reason I didn't go wizard is because this creature is the opposite of that, they eat he ink and innately learn the magic within it. So sorcerer stood out to me because they are naturally talented in magic and the sorcerer points were a nice mechanic to help me limit the spells that they would be able to cast as the game went on.
Sorcery points does almost nothing to limit the castings though because every spellslot can be converted into SP equal to the level of that spellslot, so you could very easily use all your spellslots to cast the spells you acquired through the ink mechanic.
If you want to mimic the Kobold Press monster I'd suggest a simple homebrew rule: "Any spell scroll can be converted into a spellwrought tattoo by spending 1 hour of work."
Sorcery points does almost nothing to limit the castings though because every spellslot can be converted into SP equal to the level of that spellslot, so you could very easily use all your spellslots to cast the spells you acquired through the ink mechanic.
If you want to mimic the Kobold Press monster I'd suggest a simple homebrew rule: "Any spell scroll can be converted into a spellwrought tattoo by spending 1 hour of work."
So then basically the spell book becomes the ooze of the plasmoid class? Interesting. Personally I find that a really cool idea, unfortunately idk if it would work for my PC to have tattoos. Maybe something like when she casts a spell the ink glyphs glow in a specific pattern forming the "somatic" component of the spell?
Also you mentioned before that there was not much ooze based features in the class. Any ideas maybe you can think of for the 14 and/or 18th level feature that could bring that more into the fold? I really appreciate the feedback!
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Hey everyone,
I have been working hard on a new subclass for a sorcerer idea I had and it's specifically for those who want to play a slime, ooze, or plasmoid race. Temporary it will be called the Inkling Bloodline. Let me know what you all think
https://www.dndbeyond.com/subclasses/1687387-inkling-bloodline
Have a great day!
Features:
level 1:strange wording and not fair to other sorcerers who get fewer spells, kind of complex.
level 6: maybe make it acid and poison?
level 14: really op. Make it advantage on saves against spells and half damage from spells.
level 18: weak, unclear wording, unlike other sorcerer subclass capstones
overall, kind of unbalanced, unclear wording all over.
I'm not sure what you mean by op for the 14th level spell. I just took the same magic resistance that most monsters can get. It's just advantage on saves against spells and effects. It doesn't negate damage. You can still take half damage even if you save.
I agree though that my wording has to be a bit better. It was something I wanted to really get written before I forgot. But I do plan on updating the wording.
The first level spell is a bit complex but understandable I think. It will give the class more spells that is true, which is why I may remove the given spells honestly. But this feature can get expensive fast if you buy all the books and scrolls. Kinda like a wizard which is what I was aiming for.
Any recommendations on how to improve the capstone feature? It was something I thought it was useful, but I get what you are saying by being underwhelming.
Thank you for your help btw!
1st level - I think that you should limit the number of spells that can be learned/prepared at a time (maybe only ones that don't have a material cost that is consumed?) and it shouldn't be able to learn cantrips. "At will" typically means it can be cast with no cost at all. I'd want the sorcery point cost to sound something like this: "When you cast a spell of 1st-level or higher that you learned with this feature, you must spend a number of sorcery points equal to that spell's level rather than expending a spell slot." (not perfect but it's more clear).
6th level - Love this. It's a tiny bit redundant with the 14th level feature, mechanically speaking, but it's definitely not a flavor issue. If it ends up being too strong for a campaign or one-shot, you could make it cost a sorcery point and have it last for an hour or something.
14th level - Perfect.
18th level - I like the idea but it's a bit clunky. Redirecting spells can be very powerful (even just spell attacks). However, I think it should be limited use or have a sorcery point cost associated with it. You could probably steal the wording from Evasion and/or Uncanny Dodge to make it sound better. This is what I would make it do for limited use: Succeeding on a saving throw against a spell that deals damage or a spell attack misses you, use reaction to redirect part of the spell back at the caster, caster must succeed on same save or take the same damage you took. Can only use the feature Charisma modifier many times.
Hey! Check out my homebrew, please!
So you can't learn any spell that says something like uses a pearl that costs 100gp? Also why wouldn't you allow cantrips to be learned? The "at will" part was there mostly to state that they can be used without limit but ifnit was 1st level or higher you need to use sorcerer points. Maybe I should say cantrips can be cast at no cost while anything 1st level or higher must use a sorcery point equal to the spells level
Yea this level 6 feature was more flavor to give it more slime feel. Since the class is made for slime, ooze, or plasmoid races, and they can do this already, it's nice that they can now include their gear to go with them without issue, maybe though I should limit it to perficiency bonus or charisma modifier? I was also maybe going to add a clause that if you sit in a space smaller than 1 foot (or something like that) at least one round you take 1d6 or 1d4 (not sure which yet) damage round you are there. Reason was that if you use this to say hide from a guard and they are patrolling you shouldn't be allowed to stay in that form that small with your gear forever.
I thought the 14th level one was fair and balanced too ^_^.
The capstone one though does need work. It kinda felt meh but I wasn't sure was feature to put. I think it would be way more powerful if it did any spell and spell attacks. But if we maybe want to go that route maybe something like "If you take damage from a spell or spell attack you can use your reaction to deal damage back to the castor equal to the damage you took (the damage type is the same as you took as well). You may use this feature a number of times equal to your proficiency bonus per long rest."
This way if you save and take half damage the castor can only take half damage too. It also isn't over powered either because monster features don't work (like breath attacks). Also what are your thoughts on redirecting spell effects? Like if someone tried to charm person you and you save you can redirect that spell back to the castor and they now have to save. Too over powered?
Thank you for the information it really was helpful!
The level 14 feature is op because "other magical effects” applies to almost all special monster abilities, magical traps, etc.. You could make the capstone like other sorcerer subclass capstones, aka a 1/long rest active ability, like a counterspell with no chance of failing, that can be used more times using sorcery points. Check out the draconic bloodline’s level 18 feature.
I agree with you on the level 6, disagree on level 14, and I like your idea for the capstone, but maybe costs 2 or 3 sorcery points.
The problem with the level 1 feature: sorcerers are not wizards. You already have almost double the normal sorcerer spells, and you don’t need more. You could allow access to the wizard spell list, which is powerful on its own, and maybe make the absorbing spells something like ‘if you find a wizard or sorcerer spell of a level you can cast, you can choose to spend 50 gp and 2 hours per level of the spell to swap out one of your known spells of the same level for the scribed spell.’ That doesn’t add more spells but adds a lot of versatility, and the extra spells at level 1 are already more than enough.
So almost make it like a spell book where you can swap one spell for another for the day rather than just straight up adding it to your repertoire to use whenever?
How would you reword the level 14 feature then? Something like "you have advantage on saving throws against spells." Would that work something simple or should it have more detail?
1st level - This should be limited to 1 spell at a time of a level for which you have spell slots available, it also should not be able to apply to any spell that have a component with a gold value or that consumes its material components. [Being able to cast Wish at level 9, or Simulacrum at level 7 is completely bonkers!]
Inkling Spells - Why did you pick these? They seem very random to me and nothing to do with being an ooze.
Suggestions for Ooze-Theme spells:
1st level : Grease, Detect Magic, Inflict Wounds, Entangle
2nd level : Acid Arrow, Alter Self, Blur, Enlarge/Reduce, Hold Person
3rd level : Dispel Magic, Gaseous Form, Meld into Stone, Slow, Sleet Storm
4th level : Black Tentacles, Compulsion, Confusion, Control Water, Polymorph, Stone Shape
5th level : Passwall, Telekinesis, Hold Monster, Mislead
6th level - Looks good. You just need a clause to specify what happens to objects you are holding / carrying / touching.
14th level - What is a "magical attack"???
18th level - This needs to have limited uses.
Yea some other people said the same thing about the type of spells that can be picked and I kind of agree. After thinking about the amount of spells that are gotten I think I plan on removing the extra spell list, but idk what to replace that feature with moving forward. Any ideas?
Yea for the 14th level spell I'm a bit vague now that I look at it. I'll try to reword. It's basically suppose to give you advantage on saving throws when attacked by spells (fireball, charm person, etc).
The 18th feature I feel is a little lack luster and could use some modification. Whether that be a limited use or just a change in general. Any ideas I am very willing to listen.
Thanks for the information!
You are correct about the level 1 feature. For the level 14, maybe make it advantage on saves against spells and half damage from spells. It’s fine if it’s simple.
Idea for the capstone:
Beginning at 18th level, you can channel the arcane magical resistance and are able to release it when hit by spells. As a reaction when you are hit by a melee or ranged spell attack, you can force the attacker to make an Intelligence saving throw against your spell save DC. On a failure, the spell is redirected to the caster, using the original attack roll and damage roll. You take no damage, and if the total for the attack roll would hit the caster’s armor class, the caster takes all the damage the Spell would have dealt.
broad enough to not be be too weak, specific enough to not need limited uses. The subclass as a whole feels like ‘slime at low levels, Magic resistance at high levels’
That is actually not a bad idea. Also what did you mean "slime at low levels, magic resistance at high levels" though? Also in regards to the level 1 feature would you remove the given spells at level 1 since the feature itself can get you more spells to use or keep the given ones and then let the player get more spells over time to switch out on a day by day basis like a spell book?
The level one feature could look like this:
You inscribe sorcerous magic into yourself, using your own slime as ink. You learn the following sorcerer spells at the indicated levels:
***insert your spell table here***
on your adventures, you may find additional spells in scrolls and spellbooks. You can spend 50 gp and 2 hours per level of the spell to absorb the ink and the spell into yourself, replacing one of the other spells that you have learned using this feature with that spell.
About my comment on slime and magic resistance: half the features are ooze-themed and the other half protect you against spells.
Why not make a Wizard subclass then? It is completely broken to have unlimited number of spells known as the Sorcerer is not a preparation caster like the Wizard is. Also what does knowing all possible spells have to do with being an ooze? Other than the 6th level feature, I don't see anything related to being an ooze in this subclass that is supposed to be about being an ooze.
I agree with every word of this.
I'll try to answer you both here. I was thinking of this originally but every wizard subclass uses a spell book that you need to put the spells in. There was this cool monster in a Kobold press book called the "Inkling" and it was able to steal magic from spell books and scrolls and then cast them once per day. In the book they put a limit on it to 1st and 2nd level spells only, but I made a sidekick character for a friend of mine that can take any spells and cast them once a day and they love the little blob of ink and try to buy spells scrolls for it to consume all the time. So I wanted to take that concept and make a PC for it, but I wanted to make it as balanced as possible. The reason I didn't go wizard is because this creature is the opposite of that, they eat he ink and innately learn the magic within it. So sorcerer stood out to me because they are naturally talented in magic and the sorcerer points were a nice mechanic to help me limit the spells that they would be able to cast as the game went on.
Sorcery points does almost nothing to limit the castings though because every spellslot can be converted into SP equal to the level of that spellslot, so you could very easily use all your spellslots to cast the spells you acquired through the ink mechanic.
If you want to mimic the Kobold Press monster I'd suggest a simple homebrew rule: "Any spell scroll can be converted into a spellwrought tattoo by spending 1 hour of work."
So then basically the spell book becomes the ooze of the plasmoid class? Interesting. Personally I find that a really cool idea, unfortunately idk if it would work for my PC to have tattoos. Maybe something like when she casts a spell the ink glyphs glow in a specific pattern forming the "somatic" component of the spell?
Also you mentioned before that there was not much ooze based features in the class. Any ideas maybe you can think of for the 14 and/or 18th level feature that could bring that more into the fold? I really appreciate the feedback!