I've bein trying to make the right class (not on this site but using it for help) It's a fighter/sorcerer combo. I'm not to good making it from scratch so I mashed up the 2 classes. For the moment I just have it so that when i lvl up i get to chose from both BUT only have the normal number or whatever of what I get for said level, more of a 'more options' thing than getting more at that level. As for the spells I can do those and most are just a name change, mana cost or something small like that. I am trying to rig up a mana system with him as I like that magic set up better (he's from a world that used to have magic in big amounts but lost a big chunk 2 millennia ago and he doesnt know off the bat he can use spells so aside from a few cantrips by accident. He wont know spells till 2nd or 3rd depending on the storyline of the campain and I may slow his spell growth till at least lvl7 or 8)
Main things I would like help with are the mana system which will be lower than it should be a bit but gains more over the levels, not sure about the amount per level though. a d6 per lvl sounds good and just upping the die every so often. And any help in making the class itself a bit easier and it should be a equal of both classes. I'm working on special feats and things just for the class but thats easy for me but any extra thoughts would help
I do know there was a battlemage prestige class and I have the book with it which is what gave me the idea but it was a upper lvl class and more magic based over being equal... and 3.5 ed to i think.
I wont mention his race atm as that will mess with some minds
Easiest option I could do to make it would be: Base abilities and progression as per Fighter and for the fighter archetype have:
Battlemage.
Level 3: gain Sorcery Points equal to your Fighter level and gain one meta magic. Gain spell slots/spells known as per Eldritch Knight but chooses spells from Sorcerer list and spells can be from any school of magic. You also gain the Sorcerers Flexible casting but cannot create a spell slot higher than you can cast. Charisma is your spell casting ability.
Level 7: choose a Sorcerer origin, you gain the level 1 power/abilities of that origin.
Level 10: gain the level 6 power of your Sorcerous Origin and gain one more metamagic.
Level 16: Gain the level 14 power of your Sorcerous Origin
Level 18: Gain the level 18 power of your Sorcerous Origin and gain one more metamagic.
Gives you most of the fighter base abiliites and a lot of the Sorcer bits without being to overpowered with either. Taking it to 20th level would give you 20 Sorcery Points, 13 known spells but only max 4th level and 3 meta magics yo use.
Hope that helps.
Edit: as a PS.....If you want a true spell point system its worth seeking out an Advanced D&D product form a few decades ago called Players Option: Spells and Magic but it is quite convoluted.
Meta Magic are abilities you can fuel with your sorcery points to make a spell have some extra effect. Commonly chosen ones are Quicken Spell which changes the casting time from one action to one bonus action, Still Spell which removes the verbal and somatic components to casting a spell, Distant Spell which doubles the range of a spell or changes a range of touch to 30ft range. They are all pretty nifty.
Follow this link and it'ss give you a bit more info:
I've bein trying to make the right class (not on this site but using it for help) It's a fighter/sorcerer combo. I'm not to good making it from scratch so I mashed up the 2 classes. For the moment I just have it so that when i lvl up i get to chose from both BUT only have the normal number or whatever of what I get for said level, more of a 'more options' thing than getting more at that level. As for the spells I can do those and most are just a name change, mana cost or something small like that. I am trying to rig up a mana system with him as I like that magic set up better (he's from a world that used to have magic in big amounts but lost a big chunk 2 millennia ago and he doesnt know off the bat he can use spells so aside from a few cantrips by accident. He wont know spells till 2nd or 3rd depending on the storyline of the campain and I may slow his spell growth till at least lvl7 or 8)
Main things I would like help with are the mana system which will be lower than it should be a bit but gains more over the levels, not sure about the amount per level though. a d6 per lvl sounds good and just upping the die every so often. And any help in making the class itself a bit easier and it should be a equal of both classes. I'm working on special feats and things just for the class but thats easy for me but any extra thoughts would help
I do know there was a battlemage prestige class and I have the book with it which is what gave me the idea but it was a upper lvl class and more magic based over being equal... and 3.5 ed to i think.
I wont mention his race atm as that will mess with some minds
Easiest option I could do to make it would be: Base abilities and progression as per Fighter and for the fighter archetype have:
Battlemage.
Level 3: gain Sorcery Points equal to your Fighter level and gain one meta magic. Gain spell slots/spells known as per Eldritch Knight but chooses spells from Sorcerer list and spells can be from any school of magic. You also gain the Sorcerers Flexible casting but cannot create a spell slot higher than you can cast. Charisma is your spell casting ability.
Level 7: choose a Sorcerer origin, you gain the level 1 power/abilities of that origin.
Level 10: gain the level 6 power of your Sorcerous Origin and gain one more metamagic.
Level 16: Gain the level 14 power of your Sorcerous Origin
Level 18: Gain the level 18 power of your Sorcerous Origin and gain one more metamagic.
Gives you most of the fighter base abiliites and a lot of the Sorcer bits without being to overpowered with either. Taking it to 20th level would give you 20 Sorcery Points, 13 known spells but only max 4th level and 3 meta magics yo use.
Hope that helps.
Edit: as a PS.....If you want a true spell point system its worth seeking out an Advanced D&D product form a few decades ago called Players Option: Spells and Magic but it is quite convoluted.
I believe this actually hits what I was lookin for very well lol. I'm not familiar with metamagic points though.
You could make things simpler by making a martial sorcerer subclass or a spellcasting fighter Archetype similar to the Eldritch knight
Meta Magic are abilities you can fuel with your sorcery points to make a spell have some extra effect. Commonly chosen ones are Quicken Spell which changes the casting time from one action to one bonus action, Still Spell which removes the verbal and somatic components to casting a spell, Distant Spell which doubles the range of a spell or changes a range of touch to 30ft range. They are all pretty nifty.
Follow this link and it'ss give you a bit more info:
https://www.dndbeyond.com/classes/sorcerer#ClassFeatures
that actually works perfectly THANKS