Greetings, fellow gamers. First post here, thanks in advance for your feedback. Although I love the new system, I, like many other, am disappointed in the limited aspects of the sorceror. I'm disappointed in their limited spell selection mostly, but there's an obvious fix, I just don't know if the Homebrew creation mechanics are available to allow me to do it.
Basically, I want to create Sorceror Domains that will work precisely like clerical domains, giving sorcerors 1-2 spells per lvl related to their domain that DO NOT count against their known spells. My problem is, I can't seem to discover how to give them these spells without the game mechanics counting them against their known spells. Am I missing something? Or is it just not possible at this time.
Truly, I think this would be a marvelous way to give sorcerors more flavor, because right now, they make excellent blasters, and not that much else. I would appreciate it if the developers would consider making this possible for sorcerous creations.
It's quite possible I'm just too stupid to figure it out on my own, I am not the most intuititive dude on Homebrew, so if that's the case, please correct my ignorance.
Thanks again for your feedback.
Dolgan GreyBeard, lvl 3 Mountain Dwarf War Cleric of Imodea Taliesen Cymbala, lvl 4 1/2 Elf College of Lore Bard
It is possible, but you have to do it differently than for Clerics because Clerics are “prepared casters” and Sorcerers are “known casters.” Instead of using the “additional specific spells” field you have to add a feature and then add each spell individually and Mark each one “Counts as Known”—>”No.”
Nice Idea But try not to encroach of the territory of wizards (very powerful spells) sorcerers have the ability to cast a great many spells like warlocks and are a tad bit stronger. But If you still do this I would take away some of the stuff that gives sorcerers the ability to cast a bunch of spells.other wise your just pumping a sorcerer who can cast a bunch of spells. Or if you want you can play a wizard but change the thematic elements so It feels more like you have the power and you did not just learn It.
Sorcerers are not necessary blasters.The Divine Sorcerer is a healer.
The reason they become blasters is the limited # of spells known, and people tend to want 5 attack spells (To hit, at least 2 different save types - including at least one mass attack spell, and at least 2 defensive spells)
If you limit yourself to no more than 1/2 your none cantrip spells being combat spells, you can easily amass a lot of great non-combat spells. At 10th level, knowing 5 attack spells, that leaves 6 spells of levels 1-5, not including any Origin spells (the equivalent of Domain).
Nice Idea But try not to encroach of the territory of wizards (very powerful spells) sorcerers have the ability to cast a great many spells like warlocks and are a tad bit stronger. But If you still do this I would take away some of the stuff that gives sorcerers the ability to cast a bunch of spells.other wise your just pumping a sorcerer who can cast a bunch of spells. Or if you want you can play a wizard but change the thematic elements so It feels more like you have the power and you did not just learn It.
not really all full casters use the same spells per day table. The wizard gets a slight edge in number of spells cast per day because of arcane recovery. The sorcerer could get the same number of slots by burning up all their sorcery points but that would mean they loose all of their metamagic features the wizard can use arcane recovery but still retains all their class features. In past editions the sorcerer/spontaneous casters used a different spell slot table to make up for the lack of spells known but this was done away with in 5e.
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. Beginning at 6th level, you can use your Sorcerous Recovery twice. When you finish a long rest, you regain your expended uses.
Sorcerous Resilience
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren't wearing armor, your AC equals 10 + your Charisma modifier + your Dexterity modifier.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for a fight. You gain proficiency with shields, and simple weapons.
You can also mystically channel your will through weapons. Whenever you finish a long rest, you can touch any number of weapons that you are proficient with and that lack the two-handed property. When you attack with those weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
In addition, Eldritch Blast and Hex count as Sorcerer spells for you, and when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the paladin spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Sorcerous Smite
Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one sorcery point to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 1d8, plus 1d8 for each additional sorcery point to a maximum of 5d8.
Sorcerous Secrets
At 14th level, you learn three spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip. The chosen spells count as sorcerer spells for you but don’t count against the number of sorcerer spells you know.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level that you could know. These spells do not count against your number of spells known. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
At the end of a Long Rest, you can exchange one or both of the spells you chose for different spells of the same levels.
Greetings, fellow gamers. First post here, thanks in advance for your feedback. Although I love the new system, I, like many other, am disappointed in the limited aspects of the sorceror. I'm disappointed in their limited spell selection mostly, but there's an obvious fix, I just don't know if the Homebrew creation mechanics are available to allow me to do it.
Basically, I want to create Sorceror Domains that will work precisely like clerical domains, giving sorcerors 1-2 spells per lvl related to their domain that DO NOT count against their known spells. My problem is, I can't seem to discover how to give them these spells without the game mechanics counting them against their known spells. Am I missing something? Or is it just not possible at this time.
Truly, I think this would be a marvelous way to give sorcerors more flavor, because right now, they make excellent blasters, and not that much else. I would appreciate it if the developers would consider making this possible for sorcerous creations.
It's quite possible I'm just too stupid to figure it out on my own, I am not the most intuititive dude on Homebrew, so if that's the case, please correct my ignorance.
Thanks again for your feedback.
Dolgan GreyBeard, lvl 3 Mountain Dwarf War Cleric of Imodea
Taliesen Cymbala, lvl 4 1/2 Elf College of Lore Bard
It is possible, but you have to do it differently than for Clerics because Clerics are “prepared casters” and Sorcerers are “known casters.” Instead of using the “additional specific spells” field you have to add a feature and then add each spell individually and Mark each one “Counts as Known”—>”No.”
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Nice Idea But try not to encroach of the territory of wizards (very powerful spells) sorcerers have the ability to cast a great many spells like warlocks and are a tad bit stronger. But If you still do this I would take away some of the stuff that gives sorcerers the ability to cast a bunch of spells.other wise your just pumping a sorcerer who can cast a bunch of spells. Or if you want you can play a wizard but change the thematic elements so It feels more like you have the power and you did not just learn It.
Sorcerers are not necessary blasters.The Divine Sorcerer is a healer.
The reason they become blasters is the limited # of spells known, and people tend to want 5 attack spells (To hit, at least 2 different save types - including at least one mass attack spell, and at least 2 defensive spells)
If you limit yourself to no more than 1/2 your none cantrip spells being combat spells, you can easily amass a lot of great non-combat spells. At 10th level, knowing 5 attack spells, that leaves 6 spells of levels 1-5, not including any Origin spells (the equivalent of Domain).
I suggest:
not really all full casters use the same spells per day table. The wizard gets a slight edge in number of spells cast per day because of arcane recovery. The sorcerer could get the same number of slots by burning up all their sorcery points but that would mean they loose all of their metamagic features the wizard can use arcane recovery but still retains all their class features. In past editions the sorcerer/spontaneous casters used a different spell slot table to make up for the lack of spells known but this was done away with in 5e.
This is very similar to Magical Secrets with the Bard as well, just to provide further precedent.
ooh that seems interesting
I actually just finished this the other day as a joke but....
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