Metaconcentration. When you cast a 1st-level sorcerer spell you know that requites concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can do this once, and regain the use of this ability whenever you finish a short or long rest.
Love this concept a lot and would be pretty capstone by itself!
Metaconcentration. When you cast a 1st-level sorcerer spell you know that requites concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can do this once, and regain the use of this ability whenever you finish a short or long rest.
Love this concept a lot and would be pretty capstone by itself!
Would it be too powerful to allow this to work with higher level spells, at a cost of 2 sorcery points per level? I could imagine blowing your whole resource pool (pending refills from spell slots) to make spells like blade of disaster last their full duration, which might make taking one of them more attractive, given that most would take the ubiquitous wish.
I'd definitely still limit it to once per short/long rest.
I see what you are saying. All classes *should* be equally useful to an adventuring party. Could be that some people are trying to play a sorcerer as a wizard and then being unsatisfied when the class comes up short?
I think its more they are overstating "enormous flexibility in using the spells they know" as you know 2 metamagic until 10th level and its generally best to pick the same 2 all the time (Twin/Quicken).
Enormous flexibility is absolutely overstated. It's almost as if the original intent was to give them all the metamagics, but then they retconned it for the lovely "take the best options early and choose from the rejects at higher levels" model. Presumably because they didn't have any other features to give out.
As it is, I think the class would be totally fine having all metamagics available at level 1. You'd actually see the situational ones get used, and you're still hard-capped by the sorcery point limit. It would do a better job reflecting the stated strength of the class. In order to prevent all sorcerers from feeling too similar, at higher levels you could pick metamagics to specialize in, giving minor additional benefits or something.
I see what you are saying. All classes *should* be equally useful to an adventuring party. Could be that some people are trying to play a sorcerer as a wizard and then being unsatisfied when the class comes up short?
I think its more they are overstating "enormous flexibility in using the spells they know" as you know 2 metamagic until 10th level and its generally best to pick the same 2 all the time (Twin/Quicken).
Enormous flexibility is absolutely overstated. It's almost as if the original intent was to give them all the metamagics, but then they retconned it for the lovely "take the best options early and choose from the rejects at higher levels" model. Presumably because they didn't have any other features to give out.
As it is, I think the class would be totally fine having all metamagics available at level 1. You'd actually see the situational ones get used, and you're still hard-capped by the sorcery point limit. It would do a better job reflecting the stated strength of the class. In order to prevent all sorcerers from feeling too similar, at higher levels you could pick metamagics to specialize in, giving minor additional benefits or something.
If they did this, you could do the following for the 10th/17th level:
Metamagic Specialty: Select one metamagic option. You may use that metamagic option without spending sorcery points, up to a number of times equal to your Charisma modifier (min 1). You regain all uses of this ability when you complete a long rest.
When you reach 17th level, you can select a second metamagic option to use with this feature, with a separate pool of uses from the first.
Considering how Flexible Casting lets Sorcerers convert sorcery points into spell slots and vice-versa, regaining points on a short rest would be very overpowered.
I disagree. I have a houserule for Sorcerers that adds an additional 2nd-level feature:
Sorcerous Recovery
2nd-level Sorcerer feature
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. You regain the use of this ability whenever you finish a short or long rest.
And with this, Sorlock is even more broken. Thanks! Lol
Considering how Flexible Casting lets Sorcerers convert sorcery points into spell slots and vice-versa, regaining points on a short rest would be very overpowered.
I disagree. I have a houserule for Sorcerers that adds an additional 2nd-level feature:
Sorcerous Recovery
2nd-level Sorcerer feature
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. You regain the use of this ability whenever you finish a short or long rest.
And with this, Sorlock is even more broken. Thanks! Lol
Sorlock is not very powerful in the actual range that people play in (10th level or below)
They don't really come online as a significant damage improvement over straight warlock or straight sorcerer until 8th level and after....and even then you do not have a ton of SP to work with to pump out the damage all day.
Its not until levels 14+ does the combo really start to pull far ahead....and at that point a straight up caster is getting their higher level slots so I am not too worried about it.
Considering how Flexible Casting lets Sorcerers convert sorcery points into spell slots and vice-versa, regaining points on a short rest would be very overpowered.
I disagree. I have a houserule for Sorcerers that adds an additional 2nd-level feature:
Sorcerous Recovery
2nd-level Sorcerer feature
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. You regain the use of this ability whenever you finish a short or long rest.
And with this, Sorlock is even more broken. Thanks! Lol
Sorlock is not very powerful in the actual range that people play in (10th level or below)
They don't really come online as a significant damage improvement over straight warlock or straight sorcerer until 8th level and after....and even then you do not have a ton of SP to work with to pump out the damage all day.
Its not until levels 14+ does the combo really start to pull far ahead....and at that point a straight up caster is getting their higher level slots so I am not too worried about it.
I let Sorcerers simply recover all their sorc points on a short rest, and it hasn't broken anything. But I guess I meter rests more carefully than most average games, so that there are often several combats before a short rest. If you're only having one combat per rest I could see it being a problem. The pacing of your game style will dictate these things.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Considering how Flexible Casting lets Sorcerers convert sorcery points into spell slots and vice-versa, regaining points on a short rest would be very overpowered.
I mean, not really. Just model it after Arcane Recovery. Wizards can regain half their Wizard level in spells on a short rest *once* per day...just let Sorcerers regain half their Sorcery points on a long rest *once* per day
Considering how Flexible Casting lets Sorcerers convert sorcery points into spell slots and vice-versa, regaining points on a short rest would be very overpowered.
I mean, not really. Just model it after Arcane Recovery. Wizards can regain half their Wizard level in spells on a short rest *once* per day...just let Sorcerers regain half their Sorcery points on a long rest *once* per day
Sorcerers already regain their sorcery points on a long rest once per day. That's how sorcery points work. Did you mean 1 short rest per day?
I do think any discussion of sorcery points recovering on a shortrest needs to include the math on how many potential slots of what spell levels you're producing. Something worth noting when comparing Arcane Recovery to Font of Magic is that Font of Magic/s efficiency in terms of spell levels per point is 5>4=2>3>1, whereas Arcane Recovery lets you recover in any combination, so you need to be careful what assumptions you make - a wizard recovering L1 slots is as efficient as Font of Magic, since a sorcerer's points are worth half their level (rounding down) in L1 slots.
Considering how Flexible Casting lets Sorcerers convert sorcery points into spell slots and vice-versa, regaining points on a short rest would be very overpowered.
I mean, not really. Just model it after Arcane Recovery. Wizards can regain half their Wizard level in spells on a short rest *once* per day...just let Sorcerers regain half their Sorcery points on a long rest *once* per day
Sorcerers already regain their sorcery points on a long rest once per day. That's how sorcery points work. Did you mean 1 short rest per day?
I do think any discussion of sorcery points recovering on a shortrest needs to include the math on how many potential slots of what spell levels you're producing. Something worth noting when comparing Arcane Recovery to Font of Magic is that Font of Magic/s efficiency in terms of spell levels per point is 5>4=2>3>1, whereas Arcane Recovery lets you recover in any combination, so you need to be careful what assumptions you make - a wizard recovering L1 slots is as efficient as Font of Magic, since a sorcerer's points are worth half their level (rounding down) in L1 slots.
Yea, definitely meant short rest
I guess my issue with font of magic is it’s *one* resource attempting to do two things.
What makes sorcerers unique is meta magic, so the inability to recover sorcery points without sacrificing spell slots can get a bit restricting.
And to be honest, there’s already a mechanism in place that can limit the ability of creating an unbalanced number of spell slots. The meta magic adept feat already specifies that those sorcery points can only be used on meta magic, so literally the same limitation can be placed on regained sorcery points
Usually DM but got to play a sorcerer to level 10. I also found it slightly underwhelming and felt they needed something on a short rest.
I was toying with the idea of allowing hit dice to be spent on a short rest to recover HP *or* spell points.
No one has wanted to play a sorc in my games since so I didn't bother to flesh it out, but applies some limit to the recovery while giving them something. I also like the flavour of "burning life to cast more magic" type thing....
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Love this concept a lot and would be pretty capstone by itself!
Would it be too powerful to allow this to work with higher level spells, at a cost of 2 sorcery points per level? I could imagine blowing your whole resource pool (pending refills from spell slots) to make spells like blade of disaster last their full duration, which might make taking one of them more attractive, given that most would take the ubiquitous wish.
I'd definitely still limit it to once per short/long rest.
I have it on good authority that a sorcerer is a wizard without a hat.
"Not all those who wander are lost"
Enormous flexibility is absolutely overstated. It's almost as if the original intent was to give them all the metamagics, but then they retconned it for the lovely "take the best options early and choose from the rejects at higher levels" model. Presumably because they didn't have any other features to give out.
As it is, I think the class would be totally fine having all metamagics available at level 1. You'd actually see the situational ones get used, and you're still hard-capped by the sorcery point limit. It would do a better job reflecting the stated strength of the class. In order to prevent all sorcerers from feeling too similar, at higher levels you could pick metamagics to specialize in, giving minor additional benefits or something.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
If they did this, you could do the following for the 10th/17th level:
Metamagic Specialty: Select one metamagic option. You may use that metamagic option without spending sorcery points, up to a number of times equal to your Charisma modifier (min 1). You regain all uses of this ability when you complete a long rest.
When you reach 17th level, you can select a second metamagic option to use with this feature, with a separate pool of uses from the first.
And with this, Sorlock is even more broken. Thanks! Lol
Sorlock is not very powerful in the actual range that people play in (10th level or below)
They don't really come online as a significant damage improvement over straight warlock or straight sorcerer until 8th level and after....and even then you do not have a ton of SP to work with to pump out the damage all day.
Its not until levels 14+ does the combo really start to pull far ahead....and at that point a straight up caster is getting their higher level slots so I am not too worried about it.
I let Sorcerers simply recover all their sorc points on a short rest, and it hasn't broken anything. But I guess I meter rests more carefully than most average games, so that there are often several combats before a short rest. If you're only having one combat per rest I could see it being a problem. The pacing of your game style will dictate these things.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I mean, not really. Just model it after Arcane Recovery. Wizards can regain half their Wizard level in spells on a short rest *once* per day...just let Sorcerers regain half their Sorcery points on a long rest *once* per day
Sorcerers already regain their sorcery points on a long rest once per day. That's how sorcery points work. Did you mean 1 short rest per day?
I do think any discussion of sorcery points recovering on a short rest needs to include the math on how many potential slots of what spell levels you're producing. Something worth noting when comparing Arcane Recovery to Font of Magic is that Font of Magic/s efficiency in terms of spell levels per point is 5>4=2>3>1, whereas Arcane Recovery lets you recover in any combination, so you need to be careful what assumptions you make - a wizard recovering L1 slots is as efficient as Font of Magic, since a sorcerer's points are worth half their level (rounding down) in L1 slots.
Yea, definitely meant short rest
I guess my issue with font of magic is it’s *one* resource attempting to do two things.
What makes sorcerers unique is meta magic, so the inability to recover sorcery points without sacrificing spell slots can get a bit restricting.
And to be honest, there’s already a mechanism in place that can limit the ability of creating an unbalanced number of spell slots. The meta magic adept feat already specifies that those sorcery points can only be used on meta magic, so literally the same limitation can be placed on regained sorcery points
Usually DM but got to play a sorcerer to level 10. I also found it slightly underwhelming and felt they needed something on a short rest.
I was toying with the idea of allowing hit dice to be spent on a short rest to recover HP *or* spell points.
No one has wanted to play a sorc in my games since so I didn't bother to flesh it out, but applies some limit to the recovery while giving them something. I also like the flavour of "burning life to cast more magic" type thing....