I would greatly appreciate any comments, suggestions and ideas:
Arcane Sense
3rd-level Ion Sorcerer feature
You height your senses to perceive magical actives around you. As a bonus action you open your sense to perceives such magical power. You see a faint aura around any visible creature or object within 60ft of you for 1 minute, that bears magic and you learn its school of magic, if any. You use this feature a number of times equal to your charisma mod (a minimum of 1). You regain expended uses when you finish a long or short rest.
Beginning at 14th level: your senses become sensitive to magical weaves that constantly flows around you. You gain the ability to see invisible creatures and objects within 10 feet of you, automatically detect visual illusions and succeed on saving throws against them. Furthermore, whenever you active Arcane Sense change the range of is ability to 60ft for the duration.
Energy Conversion
3rd-level Ion Sorcerer feature
When you cast a spell that deals damage, you can change the spell's damage type to Cold or Fire.
Beginning at 6th level: When you cast a spell that deals damage, you can change the spell's damage type to Lightning or Radiant.
Beginning at 14th level: When you cast a spell that deals damage, you can change the spell's damage type to Force, Necrotic or Thunder.
You learn additional spells when you reach certain levels in this class, as shown on the Ion Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
6th-level Ion Bloodline feature You can hover at a speed equal to your walking speed. You cannot go higher than 5 feet above a surface. You can move up, down, and across vertical surfaces, while leaving its hands free. When you fall and are not incapacitated, you slowly descend until you are 5ft from the ground and take no fall damage. You may spend 1 sorcery point to gain a flying speed equal to double your walking speed for up to 1 hour.
Once you use this feature, you can’t use it again until you finish a long rest.
Unshackle Potential
6th-level Ion Bloodline feature You add your Charisma modifier to damage you deal of any sorcerer cantrip.
In addition, when you cast a spell of 1st level or higher with an area of effect (cone, cube, cylinder, or sphere). You can spend 1 sorcery point to increase the area of effect of the spell by 5ft but reduce the damage of the spell by 1 die or decrease the area of effect of the spell by 5ft (min of 5ft.) but increase the damage of the spell by 1 die. When you cast a line spell you increase the width of the spell by 5ft and the damage of the spell by 1 die or decrease the width of the spell by 5ft (min of 5ft.) and increase the damage of the spell by 1 die.
Beginning at 14th level, you add your Charisma modifier to the damage roll of any sorcerer spell you cast.
Quantization
14th-level Ion Bloodline feature
You gain advantage on saving throws against spells and other magical effects. When you cast a spell that cause you roll a saving throw, you automatically pass the roll and take no damage.
In addition, whenever a creature you see casts a spell within 120 feet of you; as a reaction you can redirect the spell by making an Arcane check. The DC equals 10 + the spell's level. On a success, you can change the spell’s target to another of your choice within the spell’s range. You use this feature a number of times equal to your charisma mod (a minimum of 1). You regain expended uses when you finish a long rest.
Arcanedominance
18th-level Ion Sorcerer feature
You learn how to manipulate the energy around and within other creatures and yourself. Once per day as an action, you compress the energy in a creature that is within 200ft of you. They must make a Intelligence saving against your spell DC. If they fail, they are reduced to 0 hit points. If they succeed, they take 50+5D10 force damage.
Once you use this feature, you can’t use it again until you finish a long rest.
When you cast a spell, you can do so without any Material (unless the material is consumed by the spell), Somatic, or Verbal Components. You can still cast spells under the effects of Antimagic Field or similar effects. In addition, when you roll damage for a spell you cast you can treat any 1 on a damage die as a 2.
That looks pretty good, but there are a few substantial problems. Practically unlimited Detect Magic is probably a bit broken, so the 1st level feature needs to be reworked. Unshackle Potential is not very exciting. I think the changes should be more substantial, and maybe have a higher sorcerery point cost but no damage cost for enlarging. Permanently casting spells with no components is way too powerful, even for 18th level.
Arcanedominance just feels like a really really souped up Quivering Palm (2014) with a more difficult save for enemies. Similar soup issues are present in the no components* spellcasting with Antimagic field immunity. Personally, I’d tone that one down a lot.
Also, where are your Ion weapons? The enemy ship has a Zoltan shield and we need it down FAST for our boarding crew.
You height your senses to perceive magical actives around you. As a bonus action you open your sense to perceives such magical power. You see a faint aura around any visible creature or object within 60 feet of you for 1 minute, that bears magic and you learn its school of magic, if any.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Beginning at 14th level: your senses become sensitive to magical weaves that constantly flows around you. You gain the ability to see invisible creatures and objects within 10 feet of you, automatically detect visual illusions and succeed on saving throws against them. Furthermore, whenever you active Arcane Sense change the range of is ability to 60 feet for the duration.
Energy Conversion
3rd-level Ion Sorcerer feature
When you cast a spell that deals damage, you can change the spell's damage type to Cold or Fire.
Beginning at 6th level: When you cast a spell that deals damage, you can change the spell's damage type to Lightning or Radiant.
Beginning at 14th level: When you cast a spell that deals damage, you can change the spell's damage type to Force, Necrotic or Thunder.
You learn additional spells when you reach certain levels in this class, as shown on the Ion Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Ion Spells
SORCERER LEVEL SPELLS
3rd Resistance, Hex, Guiding Bolt, Heat Metal
5th Call Lightning, Glyph of Warding
7th Conjure Minor Elementals, Otiluke’s Resilient Sphere
9th Jallarzi's Storm of Radiance, Wall of Force, Circle of Power
Polarity
6th-level Ion Bloodline feature
You can hover at a speed equal to your walking speed. You cannot go higher than 5 feet above a surface. You can move up, down, and across vertical surfaces, while leaving its hands free. When you fall and are not incapacitated, you slowly descend until you are 5 feet from the ground and take no fall damage. You may spend 1 sorcery point to gain 60 feet of flying speed which lasts for 1 hour or until you dismiss it.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Unshackle Potential
6th-level Ion Bloodline feature
You add your Charisma modifier to the damage of any sorcerer cantrip you cast. When you roll damage for a spell you cast you can treat any 1 on a damage die as a 2.
In addition, When you cast a spell of 1st-level or higher that affects an area, you can spend sorcery points up to the expended spell slot’s level. If you do, choose one of the following options:
You can increase the spell's area effect by 5 feet and remove 1 damage die (to a minimum of 1 dice) for each sorcery point expended.
You can decrease the spell's area effect by 5 feet (to a minimum of 5 feet) and add 1 damage die by for each sorcery point expended
Beginning at 14th level, you add your Charisma modifier to the damage roll of any sorcerer spell you cast.
Quantization
14th-level Ion Bloodline feature
You gain advantage on saving throws against spells and other magical effects. When you cast a spell that cause you roll a saving throw, you automatically pass the roll and take no damage.
In addition, whenever a creature you see casts a spell within 120 feet of you; as a reaction you can redirect the spell by making an Arcane check. The DC equals 10 + the spell's level. On a success, you can change the spell’s target to another of your choice within the spell’s range. You use this feature a number of times equal to your charisma mod (a minimum of 1). You regain expended uses when you finish a long rest.
Arcanedominance
18th-level Ion Sorcerer feature
You learn how to manipulate the energy around and within other creatures and yourself. Once per turn when you expend any sorcery points, choose one of the following effects:
When you kill one or more creatures with a spell of 1st level or higher, you regain sorcery points equal to the spell slot used.
Choose a willing creature that you can see within 60 feet of you. When they attack or cast a spell that deals damage to a creature or object, it deals extra damage to the target equal to your Charisma modifier. You choose the damage type from your Energy Conversion feature.
When you cast a sorcerer cantrip that deals damage. You can maximum the damage, instead of rolling
Hello there,
I would greatly appreciate any comments, suggestions and ideas:
Arcane Sense
3rd-level Ion Sorcerer feature
You height your senses to perceive magical actives around you. As a bonus action you open your sense to perceives such magical power. You see a faint aura around any visible creature or object within 60ft of you for 1 minute, that bears magic and you learn its school of magic, if any. You use this feature a number of times equal to your charisma mod (a minimum of 1). You regain expended uses when you finish a long or short rest.
Beginning at 14th level: your senses become sensitive to magical weaves that constantly flows around you. You gain the ability to see invisible creatures and objects within 10 feet of you, automatically detect visual illusions and succeed on saving throws against them. Furthermore, whenever you active Arcane Sense change the range of is ability to 60ft for the duration.
Energy Conversion
3rd-level Ion Sorcerer feature
When you cast a spell that deals damage, you can change the spell's damage type to Cold or Fire.
Beginning at 6th level: When you cast a spell that deals damage, you can change the spell's damage type to Lightning or Radiant.
Beginning at 14th level: When you cast a spell that deals damage, you can change the spell's damage type to Force, Necrotic or Thunder.
You learn additional spells when you reach certain levels in this class, as shown on the Ion Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Ion Spells
Polarity
6th-level Ion Bloodline feature
You can hover at a speed equal to your walking speed. You cannot go higher than 5 feet above a surface. You can move up, down, and across vertical surfaces, while leaving its hands free. When you fall and are not incapacitated, you slowly descend until you are 5ft from the ground and take no fall damage. You may spend 1 sorcery point to gain a flying speed equal to double your walking speed for up to 1 hour.
Once you use this feature, you can’t use it again until you finish a long rest.
Unshackle Potential
6th-level Ion Bloodline feature
You add your Charisma modifier to damage you deal of any sorcerer cantrip.
In addition, when you cast a spell of 1st level or higher with an area of effect (cone, cube, cylinder, or sphere). You can spend 1 sorcery point to increase the area of effect of the spell by 5ft but reduce the damage of the spell by 1 die or decrease the area of effect of the spell by 5ft (min of 5ft.) but increase the damage of the spell by 1 die. When you cast a line spell you increase the width of the spell by 5ft and the damage of the spell by 1 die or decrease the width of the spell by 5ft (min of 5ft.) and increase the damage of the spell by 1 die.
Beginning at 14th level, you add your Charisma modifier to the damage roll of any sorcerer spell you cast.
Quantization
14th-level Ion Bloodline feature
You gain advantage on saving throws against spells and other magical effects. When you cast a spell that cause you roll a saving throw, you automatically pass the roll and take no damage.
In addition, whenever a creature you see casts a spell within 120 feet of you; as a reaction you can redirect the spell by making an Arcane check. The DC equals 10 + the spell's level. On a success, you can change the spell’s target to another of your choice within the spell’s range. You use this feature a number of times equal to your charisma mod (a minimum of 1). You regain expended uses when you finish a long rest.
Arcanedominance
18th-level Ion Sorcerer feature
You learn how to manipulate the energy around and within other creatures and yourself. Once per day as an action, you compress the energy in a creature that is within 200ft of you. They must make a Intelligence saving against your spell DC. If they fail, they are reduced to 0 hit points. If they succeed, they take 50+5D10 force damage.
Once you use this feature, you can’t use it again until you finish a long rest.
When you cast a spell, you can do so without any Material (unless the material is consumed by the spell), Somatic, or Verbal Components. You can still cast spells under the effects of Antimagic Field or similar effects. In addition, when you roll damage for a spell you cast you can treat any 1 on a damage die as a 2.
Thank you
That looks pretty good, but there are a few substantial problems. Practically unlimited Detect Magic is probably a bit broken, so the 1st level feature needs to be reworked. Unshackle Potential is not very exciting. I think the changes should be more substantial, and maybe have a higher sorcerery point cost but no damage cost for enlarging. Permanently casting spells with no components is way too powerful, even for 18th level.
Arcanedominance just feels like a really really souped up Quivering Palm (2014) with a more difficult save for enemies. Similar soup issues are present in the no components* spellcasting with Antimagic field immunity. Personally, I’d tone that one down a lot.
Also, where are your Ion weapons? The enemy ship has a Zoltan shield and we need it down FAST for our boarding crew.
Updated Changes thank you for your suggestions!
Arcane Sense
3rd-level Ion Sorcerer feature
You height your senses to perceive magical actives around you. As a bonus action you open your sense to perceives such magical power. You see a faint aura around any visible creature or object within 60 feet of you for 1 minute, that bears magic and you learn its school of magic, if any.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Beginning at 14th level: your senses become sensitive to magical weaves that constantly flows around you. You gain the ability to see invisible creatures and objects within 10 feet of you, automatically detect visual illusions and succeed on saving throws against them. Furthermore, whenever you active Arcane Sense change the range of is ability to 60 feet for the duration.
Energy Conversion
3rd-level Ion Sorcerer feature
When you cast a spell that deals damage, you can change the spell's damage type to Cold or Fire.
Beginning at 6th level: When you cast a spell that deals damage, you can change the spell's damage type to Lightning or Radiant.
Beginning at 14th level: When you cast a spell that deals damage, you can change the spell's damage type to Force, Necrotic or Thunder.
You learn additional spells when you reach certain levels in this class, as shown on the Ion Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Ion Spells
SORCERER LEVEL SPELLS
3rd Resistance, Hex, Guiding Bolt, Heat Metal
5th Call Lightning, Glyph of Warding
7th Conjure Minor Elementals, Otiluke’s Resilient Sphere
9th Jallarzi's Storm of Radiance, Wall of Force, Circle of Power
Polarity
6th-level Ion Bloodline feature
You can hover at a speed equal to your walking speed. You cannot go higher than 5 feet above a surface. You can move up, down, and across vertical surfaces, while leaving its hands free. When you fall and are not incapacitated, you slowly descend until you are 5 feet from the ground and take no fall damage. You may spend 1 sorcery point to gain 60 feet of flying speed which lasts for 1 hour or until you dismiss it.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Unshackle Potential
6th-level Ion Bloodline feature
You add your Charisma modifier to the damage of any sorcerer cantrip you cast. When you roll damage for a spell you cast you can treat any 1 on a damage die as a 2.
In addition, When you cast a spell of 1st-level or higher that affects an area, you can spend sorcery points up to the expended spell slot’s level. If you do, choose one of the following options:
You can increase the spell's area effect by 5 feet and remove 1 damage die (to a minimum of 1 dice) for each sorcery point expended.
You can decrease the spell's area effect by 5 feet (to a minimum of 5 feet) and add 1 damage die by for each sorcery point expended
Beginning at 14th level, you add your Charisma modifier to the damage roll of any sorcerer spell you cast.
Quantization
14th-level Ion Bloodline feature
You gain advantage on saving throws against spells and other magical effects. When you cast a spell that cause you roll a saving throw, you automatically pass the roll and take no damage.
In addition, whenever a creature you see casts a spell within 120 feet of you; as a reaction you can redirect the spell by making an Arcane check. The DC equals 10 + the spell's level. On a success, you can change the spell’s target to another of your choice within the spell’s range. You use this feature a number of times equal to your charisma mod (a minimum of 1). You regain expended uses when you finish a long rest.
Arcanedominance
18th-level Ion Sorcerer feature
You learn how to manipulate the energy around and within other creatures and yourself. Once per turn when you expend any sorcery points, choose one of the following effects:
When you kill one or more creatures with a spell of 1st level or higher, you regain sorcery points equal to the spell slot used.
Choose a willing creature that you can see within 60 feet of you. When they attack or cast a spell that deals damage to a creature or object, it deals extra damage to the target equal to your Charisma modifier. You choose the damage type from your Energy Conversion feature.
When you cast a sorcerer cantrip that deals damage. You can maximum the damage, instead of rolling
Lol!!! I did not like energy Bloodline sound. Ion Bloodline has a better ring to it!!