Hello I am quite new to the dnd world, right now I'm helping friends with there character sheet. We have a barbarian, bard and cleric I thought of adding a spell caster and came across sorcerers, and a question came to mind. A sorcerer source of mana is her/his hp and if she is low on health can she draw out hp from other team member to attack???
Not sure where you are seeing they can use hp as a source of mana. They do have sorceror points which they can use to power metamagics or use to create spell slots. Not sure of any mechanic which uses hp to power mana.
As a caster, your resource is spell slots. Sorcery points are a second resource to manage the first, and a way to modify your spell effects. You should read through the class thoroughly.
Mana kinda doesn't exist in DND. It has something called the weave, but the closest thing to what your thinking of would be a blood hunter I say.
They don't use friends hp, but they use their own to power blood rites and curses, and I guess you could say multiclassing into a wizard or something would let you learn vampiric touch to take hp from a friendly barbarian, but that would be inefficient.
You know, the idea of powering your spells via HP is a cool idea. A homebrew spell caster needing HPto power spells could be really cool. Maybe 1 or 2 HP per level per spell?
It would have to be exponential in growth. Getting able to pull off a 9th level spell with just 18 HP would be devastating. If your team is good at keeping you safe, you could unleash 4 or 5 Meteor Swarms in one match.
I'd have to run the math, but18 HP for a 9th level spell would also assume 18th level whatever they are. If you start casting multiple spells in an encounter, the HP drain could get restrictive, which might be good or bad.
But your point is good. Maybe if it is exponential, they can burn other resources, like hit dice or levels of exhaustion.
Such a character would likely have to have some sort of built in regenerating effect baked into the class features, I'd think. Otherwise you're going to find yourself in a real tight spot from time to time.
I'd have to run the math, but18 HP for a 9th level spell would also assume 18th level whatever they are. If you start casting multiple spells in an encounter, the HP drain could get restrictive, which might be good or bad.
But your point is good. Maybe if it is exponential, they can burn other resources, like hit dice or levels of exhaustion.
1 problem is that healing spells will completely invalidate the cost. You could easily cast unlimited level 9 spells.
Again, healing spells will end up making unlimited casting. Whatever the HP cost is will have to be at least greater than half the average healing of spells of the same level. Level 6-8 spells will have to cost 6-7 HP per level to balance heal. Level 9 spells will have to cost around 100 HP to balance high level healing magic.
It just isn't practical to balance spellcasting with HP without changing way more rules and rewriting spells.
I think stuff like this is why, say... the Bloodhunter class gives single-use benefits that lower the characters' max HP while active, and which I believe scales up in the amount of self-inflicted damage as the character levels up to make sure the cost remains relevant while also preventing the player from just spamming the pacts recklessly knowing they'll just get healed.
Hello I am quite new to the dnd world, right now I'm helping friends with there character sheet. We have a barbarian, bard and cleric I thought of adding a spell caster and came across sorcerers, and a question came to mind. A sorcerer source of mana is her/his hp and if she is low on health can she draw out hp from other team member to attack???
Thank you
For spells all casters have spell slots. HP do not fuel your casting, but will keep you alive long enough to cast them. If you pick divine soul sorcerer you get access to healing magic, but you will not get more spell slots then other sorcerers. That meen if you use a spell slot to heal, there is one spell slot less to cast other magic spells with. There are also some spells that either give temporary hp or drain the life (hp) from another creaturs. Although you could technically use it to drain life from your teammates, that is an attack. Attacking your teammates is generally a very bad idea!
I suggest you use drain life spells on your opponents instead.
I do like the idea of a class that in some way uses vitality to power spells, and I'm sure there's some way to make it work without totally changing any rules.
Maybe something similar to sorcerer's and their sorcery points. Perhaps you could trade hit die for spell slots; spend a number of hit die equal to the level of slot regained (5 hit die = one 5th level slot) and it could be limited that you can only do this for spell slots up to level 5 or something.
Again, healing spells will end up making unlimited casting. Whatever the HP cost is will have to be at least greater than half the average healing of spells of the same level. Level 6-8 spells will have to cost 6-7 HP per level to balance heal. Level 9 spells will have to cost around 100 HP to balance high level healing magic.
It just isn't practical to balance spellcasting with HP without changing way more rules and rewriting spells.
Not "unlimited", because the available healing isn't unlimited. And it would require dumping all of the party's healing into the one character. There are ways it could be done. It would require a bit of extra accounting, but not an excessive amount, I think. The simplest that comes to mind is if they want to gain some extra spellcasting, they can take not only a reduction in current HP, but a reduction of Max HP as well, say equal to half the amount of damage taken. That way they could take advantage of healing magic to get some of it back, but it would have a limit. Let their Max HP go up to full on a Long Rest, maybe give them a chance to recover some of their Max HP on a Short Rest.
Or maybe not let them burn health to cast spells, but they can burn health to raise the level a spell gets cast at(still no higher than they'd be capable of at their level). So their total number of spells they can cast doesn't change, they can just trade some health to give their spells some more punch.
Again, healing spells will end up making unlimited casting. Whatever the HP cost is will have to be at least greater than half the average healing of spells of the same level. Level 6-8 spells will have to cost 6-7 HP per level to balance heal. Level 9 spells will have to cost around 100 HP to balance high level healing magic.
It just isn't practical to balance spellcasting with HP without changing way more rules and rewriting spells.
Not "unlimited", because the available healing isn't unlimited. And it would require dumping all of the party's healing into the one character. There are ways it could be done. It would require a bit of extra accounting, but not an excessive amount, I think. The simplest that comes to mind is if they want to gain some extra spellcasting, they can take not only a reduction in current HP, but a reduction of Max HP as well, say equal to half the amount of damage taken. That way they could take advantage of healing magic to get some of it back, but it would have a limit. Let their Max HP go up to full on a Long Rest, maybe give them a chance to recover some of their Max HP on a Short Rest.
Or maybe not let them burn health to cast spells, but they can burn health to raise the level a spell gets cast at(still no higher than they'd be capable of at their level). So their total number of spells they can cast doesn't change, they can just trade some health to give their spells some more punch.
He's talking about a caster with this homebrew ability and access to healing spells (which is exceptionally easy to get in 5e). That would become infinite magic.
Hell, any character of any class with this ability and Magic Initiate (Cleric, Druid, Bard) could become functionally immortal. Not a fan.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
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Hello I am quite new to the dnd world, right now I'm helping friends with there character sheet. We have a barbarian, bard and cleric I thought of adding a spell caster and came across sorcerers, and a question came to mind. A sorcerer source of mana is her/his hp and if she is low on health can she draw out hp from other team member to attack???
Thank you
Not sure where you are seeing they can use hp as a source of mana. They do have sorceror points which they can use to power metamagics or use to create spell slots. Not sure of any mechanic which uses hp to power mana.
As a caster, your resource is spell slots. Sorcery points are a second resource to manage the first, and a way to modify your spell effects. You should read through the class thoroughly.
I think you may be looking at some homebrew, house rule, or different game.
Ooooo OK I see my mistake thank you very much for all the info.
Mana kinda doesn't exist in DND. It has something called the weave, but the closest thing to what your thinking of would be a blood hunter I say.
They don't use friends hp, but they use their own to power blood rites and curses, and I guess you could say multiclassing into a wizard or something would let you learn vampiric touch to take hp from a friendly barbarian, but that would be inefficient.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
You know, the idea of powering your spells via HP is a cool idea. A homebrew spell caster needing HPto power spells could be really cool. Maybe 1 or 2 HP per level per spell?
Now I'm thinking how a whole subclass might work.
It would have to be exponential in growth. Getting able to pull off a 9th level spell with just 18 HP would be devastating. If your team is good at keeping you safe, you could unleash 4 or 5 Meteor Swarms in one match.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I'd have to run the math, but18 HP for a 9th level spell would also assume 18th level whatever they are. If you start casting multiple spells in an encounter, the HP drain could get restrictive, which might be good or bad.
But your point is good. Maybe if it is exponential, they can burn other resources, like hit dice or levels of exhaustion.
Such a character would likely have to have some sort of built in regenerating effect baked into the class features, I'd think. Otherwise you're going to find yourself in a real tight spot from time to time.
1 problem is that healing spells will completely invalidate the cost. You could easily cast unlimited level 9 spells.
Maybe spell level * proficiency bonus
Again, healing spells will end up making unlimited casting. Whatever the HP cost is will have to be at least greater than half the average healing of spells of the same level. Level 6-8 spells will have to cost 6-7 HP per level to balance heal. Level 9 spells will have to cost around 100 HP to balance high level healing magic.
It just isn't practical to balance spellcasting with HP without changing way more rules and rewriting spells.
I think stuff like this is why, say... the Bloodhunter class gives single-use benefits that lower the characters' max HP while active, and which I believe scales up in the amount of self-inflicted damage as the character levels up to make sure the cost remains relevant while also preventing the player from just spamming the pacts recklessly knowing they'll just get healed.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
For spells all casters have spell slots. HP do not fuel your casting, but will keep you alive long enough to cast them. If you pick divine soul sorcerer you get access to healing magic, but you will not get more spell slots then other sorcerers. That meen if you use a spell slot to heal, there is one spell slot less to cast other magic spells with. There are also some spells that either give temporary hp or drain the life (hp) from another creaturs. Although you could technically use it to drain life from your teammates, that is an attack. Attacking your teammates is generally a very bad idea!
I suggest you use drain life spells on your opponents instead.
You can certainly draw life from your team members to restore your life.
3rd level spell Vampiric touch
5th level spell Enervation
I do not think your companions will like you a lot if you do it this way. Also, both spells kinda suck.
I do like the idea of a class that in some way uses vitality to power spells, and I'm sure there's some way to make it work without totally changing any rules.
Maybe something similar to sorcerer's and their sorcery points. Perhaps you could trade hit die for spell slots; spend a number of hit die equal to the level of slot regained (5 hit die = one 5th level slot) and it could be limited that you can only do this for spell slots up to level 5 or something.
Not "unlimited", because the available healing isn't unlimited. And it would require dumping all of the party's healing into the one character. There are ways it could be done. It would require a bit of extra accounting, but not an excessive amount, I think. The simplest that comes to mind is if they want to gain some extra spellcasting, they can take not only a reduction in current HP, but a reduction of Max HP as well, say equal to half the amount of damage taken. That way they could take advantage of healing magic to get some of it back, but it would have a limit. Let their Max HP go up to full on a Long Rest, maybe give them a chance to recover some of their Max HP on a Short Rest.
Or maybe not let them burn health to cast spells, but they can burn health to raise the level a spell gets cast at(still no higher than they'd be capable of at their level). So their total number of spells they can cast doesn't change, they can just trade some health to give their spells some more punch.
He's talking about a caster with this homebrew ability and access to healing spells (which is exceptionally easy to get in 5e). That would become infinite magic.
Hell, any character of any class with this ability and Magic Initiate (Cleric, Druid, Bard) could become functionally immortal. Not a fan.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.