First time posting here, I've been playing sorcerer for years and I love the class, some of the changes look super good and fun, but others are pretty bad. I will mention some of my ideas, and it would be nice to hear what everyone thinks about the changes.
Spells Learned : I'm not sure why they call them "prepared", but that's just semantics. Overall I feel they solved the old issue with Sorcerers having very limited number of spells, so now we can have a bit more flavor spells aside from the main spells one would normally pick (No more needing to pick Tasha sorcerers to be relevant, yay). I would think it could have been cool to keep a similar number of spells as before but just give subclasses more and different spells learned like the Tasha subclasses, but this is even better.
Sorcerous Vitality Unless you are getting blinded and deafened every time for no reason, this is just an uncommon healing potion for the price of a 3rd lvl spell. I don't think I would ever use this spell.
Arcane Eruption : Great damage, and can do incapacitated which is kind of busted. It has some randomness to the effect you want, but in a 6d6, you have around 65% chance of getting the effect you want. It is a constitution save, and most enemies have very high CON saves, so it is not as broken as it sounds.
SORCERY INCARNATE : I hate this spell. But not for the effects itself, but for what I think they want to do with it.
Advantage + some free sorcery points, great!
It is a lvl 5 concentration spell, so you are not comboing this with other strong concentration spells at all, which locks you out of some really cool combos that you could do with the two metamagic options. Just for this I wouldn't really like to use this spell.
Now something that I think they want to do, is to give different extra effects to this spell depending in your subclass. With the Draconic Sorcerery at lvl 14th, you can gain wings ONLY if you are using this spell. So they are locking one of the most fun features of being a DRAGON guy behind a mid LVL 5 spell. This just seems extremely lame, when an Aarakocra can fly at lvl 1 and brooms and boots of flying exist. I don't understand why you would want to require the use of a lvl 5 spell to be able to use your subclass feature.
Arcane Apotheosis : I don't have experience using the WISH spell, but this sounds super busted. Not sure what people think.
Moving to the subclass, that I have played a lot before. Draconic Sorcerery :
Draconic Resilience : 10+Dex+Cha, means that you will likely have 15 to 18 AC after some levels, which is amazing and comparable to heavy armor. It would really cement the Draconic Sorcerer as being the tanky option.
Dragon Speech : Kinda weird they dropped the draconic language you used to learn? I would think all dragons speak draconic anyways. So not sure what was the point here, overall it just make your character know less languages, which I don't see why. But thematically I always found weird that your character suddenly learns a whole language out of nowhere at lvl 3. In my opinion, this just makes your character less fun now, since you lose a language.
Elemental Affinity : Before you had to spend 1 Sorcery Point to get the resistance to your chosen element. Now it is permanent, again cementing the Draconic Sorcerer even more as the tanky option. Sounds great.
Draconic Exhalation : It converts Sorcerous Burst into an AOE spell. Which sounds great since you can now have more chances to proc the extra d6s when you get a 6 in a damage roll. So that damage can add up if it's a group. Quite strong for a cantrip! But it is a lvl 10 feature, so I don't think it is broken at all.
And my only real issue with the subclass changes :
Dragon Wings:Overall a huge nerf to the most fun feature of the subclass.
Before, it was permanent wings you could use at will with a bonus action, but being only 1 minute, and using resources means you probably won't want to use this unless in very specific moments.
Now you only get the Dragon Wings when you cast a lvl 5 spell (Sorcery Incarnate), that uses concentration, and lasts only oneminute.
You do get some damage each turn, but it is just a meagre 5 damage at LVL 14!
I really think this feature should be rethinked and reworked. It would be cool if you get an extra effect if you cast Sorcery Incarnate while you are flying with your wings, or something similar, but again, locking a LVL 14 feature behind a spell slot, with concentration and lasting one minute, sounds incredibly lame when anyone can just play a flying race or bust out some flying boots/brooms.
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Metamagic : 3 options. Great! Almost all bad metamagics are buffed, Nice! But the Twinend Spell rework was too harsh
Twinned Spell : So now it is basically a slightly better Font of Magic, which is incredibly boring for a metamagic. Unless you are plain out just blasting fire balls, it is kind of a very bad metamagic. Normally I don't ever cast the same spell in two different turns, since the combat evolves and it is normally not ideal, nor is it very fun. I feel the old Twinned Spell was super good, but it was limited by how many spells you could use it on. Maybe it deserved a nerf, but this is not it.
Draconic Exhalation : It converts Sorcerous Burst into an AOE spell. Which sounds great since you can now have more chances to proc the extra d6s when you get a 6 in a damage roll. So that damage can add up if it's a group. Quite strong for a cantrip! But it is a lvl 10 feature, so I don't think it is broken at all.
Keep in mind it's a 15 foot aoe of ranged attack rolls so anything in 5 feet of you will give you disadvantage on attacking them. Also just a ton of rolls for a 2d6 attack at lvl 10 (3d6 at lvl 11), I don't see this being of any real value. Damage is low, disadvantage is very possible and your point blank at lvl 10. All seriously bad situations
Arcane Apotheosis only lets you duplicate 8th level or lower spells without using the 9th level spell-slot and don’t have to worry about not casting Wish again. It’s strong but it’s not really broken.
Anything that’s not the spell-duplication is still subject to the DM if the wish works the way the player wants.
Draconic Exhalation : It converts Sorcerous Burst into an AOE spell. Which sounds great since you can now have more chances to proc the extra d6s when you get a 6 in a damage roll. So that damage can add up if it's a group. Quite strong for a cantrip! But it is a lvl 10 feature, so I don't think it is broken at all.
Keep in mind it's a 15 foot aoe of ranged attack rolls so anything in 5 feet of you will give you disadvantage on attacking them. Also just a ton of rolls for a 2d6 attack at lvl 10 (3d6 at lvl 11), I don't see this being of any real value. Damage is low, disadvantage is very possible and your point blank at lvl 10. All seriously bad situations
Right, didnt think about the range. I guess the idea is that with higher AC the draconic brings, you can get in range since you are more durable? But that seems like an awful idea with such a low Hit point pool even if you reach stupid high AC.
Draconic Exhalation : It converts Sorcerous Burst into an AOE spell. Which sounds great since you can now have more chances to proc the extra d6s when you get a 6 in a damage roll. So that damage can add up if it's a group. Quite strong for a cantrip! But it is a lvl 10 feature, so I don't think it is broken at all.
Keep in mind it's a 15 foot aoe of ranged attack rolls so anything in 5 feet of you will give you disadvantage on attacking them. Also just a ton of rolls for a 2d6 attack at lvl 10 (3d6 at lvl 11), I don't see this being of any real value. Damage is low, disadvantage is very possible and your point blank at lvl 10. All seriously bad situations
Right, didnt think about the range. I guess the idea is that with higher AC the draconic brings, you can get in range since you are more durable? But that seems like an awful idea with such a low Hit point pool even if you reach stupid high AC.
Yeah bit more durable but.. talking monsters your fighting at lvl 10 or 11 and your doing all this to get up and do 3d6 damage? MAYBE 4d6 to a target or two? Maybe against like.. goblins that your DM is throwing at you for some reason just to blow up a ton of crap monsters but anything of sufficient threat I don't want to get that close to do that little damage
Spells learned: a need buff and makes their live easier because trying to give spell list to ever subclass to match Tasha’s was going to be hard.
Sorcerou Burst: needs to be 2d4 so the exploding dice actually happens more often.
Sorcerous Vitality: A fine filler feature in the place of a dead level. Adds a small amount of versatility and self reliance.
Arcane Eruption: good
Sorcerer Incarnate: really bad
Arcane Apotheosis: good, almost too good, but I think it’s fine.
Dragonic Resilience: Perfect
Dragon speech: I guess they thought it was weird that you learned to read and write a language. Oh well this is okay.
Elemental Affinity: Finally works as it should.
Draconic Exhalation: wouldn’t be bad if the damage was d4s
Dragon Wings: is hot garbage now. Fly is better and last longer. It doesn’t matter that the wings deal damage because combat is not the best reason to be flying.
Basically crap below level 18, and level 18 too good.
I dunno about crap; while I don't like some of the changes I think they do generally make the sorcerer better. But there's a lot that needs changing (or is that what you meant?):
Extra spells definitely need to be moved to sub-classes. For one thing this will improve compatibility with older content (assuming that's still the intention). Even if some of the provided spells are from the Arcane List anyway, it still gives us some "free" default spells to build from and helps establish flavour. Allow swapping as for Aberrant and Clockwork. I could see new sub-classes having features apply to this spell list.
Don't make chaos bolt a default spell, just put it on the spell lists for the sub-classes that it makes sense for – while it fits Wild Magic and less stable sorcerers, I'd much rather swap for chromatic orb on a Draconic Sorcerer.
Sorcerous Vitality needs an extra dice of healing, but allow swapping one or more dice to cure conditions. Currently it's only really good value when you can benefit from both effects at once, if you only need one of them it's not good value at all.
Sorcery Incarnate needs advantage on concentration, and it needs to provide some benefit to non-attack spells as well. That said I'm kind of mixed on the idea behind it, it feels like it should be a class feature more specifically built around being the base "avatar state" for the Sorcerer, that sub-classes then expand upon. While it being concentration probably makes sense for balance, even with the sample sub-class boost I'm not sure it's worth it compared to concentration on something else.
Arcane Apotheosis is totally broken. Make Sorcery Incarnate a feature and have it level up or something as the capstone.
Twinned Spell needs to be brought back, but with tweaked limits; e.g- cantrips only for 1 sorcery point, or maximum 5th-level or something? Maybe limit it to damaging spells only? The new version should either be renamed "Repeated Spell" or be dropped because it's boring (encourages doing the same thing every round).
Draconic is a bit of a mess; implementing draconic exhalation using the Sorcerous Burst cantrip is strange (it seems mechanically very weak), and pushing flight to Sorcery Incarnate is disappointing as it's a late feature anyway. I dunno, aside from boosting the AC a bit and giving us passive resistance this feels a lot like messing with the parts that were fine, without really fixing the things that weren't.
At least we can true polymorph now (Draconic sorcerers are no longer one of the few mages that can't turn into dragons) but I'd like to see a boost when using it to turn into your ancestor's type, like retaining some access to spellcasting but you can only do it a limit number of times and only up to a certain level; this would mostly let you keep utility spells, since combat options are going to pale compared to simply being a dragon.
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Sorcerou Burst: needs to be 2d4 so the exploding dice actually happens more often.
I have doubts about how that spell works. Does the chance of it also dealing damage to another opponent increase with the wizard's level? I guess that's the case, so at level 1, because it's 1d6, the probability that it deals damage to a second opponent is 16.67%, at level 7, because it's 2d6, it changes to 30.56%, at level 11, being 3d6, it changes to 42.12%, at level 17, being 4d6, it changes to 51.77%. (And the latter will leave you with an approximate 25% chance of causing damage to 3 or more opponents, with an average damage per opponent of 14.).
So it's not very powerful initially, but it improves a lot at higher levels by having a higher chance to affect multiple targets, and don't forget to choose the damage type.
With your suggestion, I guess it scales by adding 1d4 per upgrade, and the probabilities would be: Level 1, being 2d4 there would be a 37.5% chance to deal damage to a second opponent, at level 7, being 3d4, it changes to 57.81 %, at level 11, because it is 4d4, it changes to 68.36%, at level 2, because it is 5d4, it changes to 76.27%. (And the latter will leave you with an approximate 58% chance of dealing damage to 3 or more opponents and a 44% chance of dealing damage to 4 or more, with an average damage per opponent of 12.5.).
Your proposal seems to be better at all levels than the AU, especially at low levels, and almost ensures that you can hit multiple opponents from level 11, with a damage type of your choice, which is relevant when it comes to calculate the damage dice of the cantrip, therefore I don't know if your version is too much.
If the new dice are not affected by leveling up the probabilities are constant, and I definitely support your variant.
Sorcerou Burst: needs to be 2d4 so the exploding dice actually happens more often.
I have doubts about how that spell works. Does the chance of it also dealing damage to another opponent increase with the wizard's level? I guess that's the case, so at level 1, because it's 1d6, the probability that it deals damage to a second opponent is 16.67%, at level 7, because it's 2d6, it changes to 30.56%, at level 11, being 3d6, it changes to 42.12%, at level 17, being 4d6, it changes to 51.77%. (And the latter will leave you with an approximate 25% chance of causing damage to 3 or more opponents, with an average damage per opponent of 14.).
So it's not very powerful initially, but it improves a lot at higher levels by having a higher chance to affect multiple targets, and don't forget to choose the damage type.
With your suggestion, I guess it scales by adding 1d4 per upgrade, and the probabilities would be: Level 1, being 2d4 there would be a 37.5% chance to deal damage to a second opponent, at level 7, being 3d4, it changes to 57.81 %, at level 11, because it is 4d4, it changes to 68.36%, at level 2, because it is 5d4, it changes to 76.27%. (And the latter will leave you with an approximate 58% chance of dealing damage to 3 or more opponents and a 44% chance of dealing damage to 4 or more, with an average damage per opponent of 12.5.).
Your proposal seems to be better at all levels than the AU, especially at low levels, and almost ensures that you can hit multiple opponents from level 11, with a damage type of your choice, which is relevant when it comes to calculate the damage dice of the cantrip, therefore I don't know if your version is too much.
If the new dice are not affected by leveling up the probabilities are constant, and I definitely support your variant.
Thank you for running the numbers, but I think you are combining Sorcerous Burst and Draconic Exhalation. Sorcerous Burst is always single target, but it has exploding dice found in other game systems. It does limit the amount the dice can explode to your Spellcasting mod. So with a ton of luck you could add an extra 20 with my version or 24 with the UA version. My version just allows for it to explode more often at all levels, by giving one additional die to roll and using a smaller die size compared to the UA. I’m realizing now I didn’t account for critical hits. It is an attack roll. So at level one a crit would do 4d4 if you roll a 4 on any of the dice do roll 2d4 or just 1d4. I would think just 1d4 additional per 4 rolled even if the attack roll was as crit. Draconic Exhalation- makes it so your Sorcerous Burst attacks everyone in a cone. You could hit up to 7 creatures, but it’s unlikely you will ever have the cone perfectly filled with enemies.
Thank you for running the numbers, but I think you are combining Sorcerous Burst and Draconic Exhalation. Sorcerous Burst is always single target, but it has exploding dice found in other game systems. It does limit the amount the dice can explode to your Spellcasting mod. So with a ton of luck you could add an extra 20 with my version or 24 with the UA version. My version just allows for it to explode more often at all levels, by giving one additional die to roll and using a smaller die size compared to the UA. I’m realizing now I didn’t account for critical hits. It is an attack roll. So at level one a crit would do 4d4 if you roll a 4 on any of the dice do roll 2d4 or just 1d4. I would think just 1d4 additional per 4 rolled even if the attack roll was as crit. Draconic Exhalation- makes it so your Sorcerous Burst attacks everyone in a cone. You could hit up to 7 creatures, but it’s unlikely you will ever have the cone perfectly filled with enemies.
lol, I neglected mine, hahahahahaha, thank you very much for the correction, yes, I had mixed up hahahahahahaha, but at least it helped me to understand and correct my confusion.
Now that I understand it better, I'm not afraid that your proposal will be too strong and I definitely prefer it.
PS: If I were to count the 6 (or 4 in yours) of the extra dice, with 20 in charisma, in the current AU the maximum damage only for the extra dice is 36, not 24, 24 will be if you do NOT have them in account, something that must be taken into account because otherwise it would not be of much use to base it on his charisma when it exceeds the amount without extra dice, except in the case of critics, especially if we consider that you raise this statistic to 30.
About the critics in that cantrip, just in case there should be a clarification or example of how it would affect them.
Arcane Apotheosis only lets you duplicate 8th level or lower spells without using the 9th level spell-slot and don’t have to worry about not casting Wish again. It’s strong but it’s not really broken.
Anything that’s not the spell-duplication is still subject to the DM if the wish works the way the player wants.
It really is very powerful, as it makes the sorcerer able to cast any level 8 or lower spell in the game.
The thing is, it's something you earn at level 18 if I remember correctly, and at that level you're supposed to earn some really powerful stuff. So it's OK. Also, hardly anyone plays at those levels.
I'd make the spell duplication effect of Arcane Apotheosis cost the duplicated spell's level +1. Still much better than always requiring a 9th level slot, but not as powerful as letting the Sorcerer get an improved version of every spell in the game.
The thing is, it's something you earn at level 18 if I remember correctly, and at that level you're supposed to earn some really powerful stuff. So it's OK. Also, hardly anyone plays at those levels.
It still needs to be balanced.
Spellcasters already have a huge feature at 17th-level, which is gaining access to 9th-level spells, some of the most powerful effects in the entire game, so they don't actually need powerful capstones to still be among the strongest classes in the game. It's the martial classes that need the strongest capstones (and feature in general really) to compete.
Warlocks in the UA get Hex Master which isn't that great; casting hex for free at its lowest level isn't exciting, especially now that its lowest level is weaker. I originally misunderstood Hex as scaling with warlock level which would make this a more reasonable feature, but still pretty boring, as I'd prefer to do more with hex, not just more of the same.
Wizards get Signature Spells which is still a good feature; two always prepared workhorse spells means more prepared spells overall, and you can cast each of them at 3rd-level once per short rest which saves resources on a class that's already got Arcane Recovery. It's maybe a little boring too, but it fits the theme of a Wizard's greatest strength being preparation.
Arcane Apotheosis by comparison doesn't just give you an extra 9th-level spell known, it lets you cast it twice when replicating spells (probably the most common use) and with reduced risk in the "ask for anything" case. It's a spell that gives you access to every spell up to 8th-level, on any spell list (potentially including class-specific spells unless they change it, which makes it doubly weird for so many class features to be spells in this UA, as you could grant yourself two pact boons without ever making a pact). Just having the option of taking wish at all is plenty, we don't need super-wish as a capstone IMO.
I find it a bit strange they moved Sorcerous Restoration to 15th-level when they've made it actually good now; four sorcery points back on short rest was already decent feature, it was just boring (and a bit weak) as a capstone before. But four back on Initiative is a lot stronger, as you're always going to have sorcery points going into a fight, and it's a really important resource (especially with improvements to many Metamagics). Personally I'd split this so you get the short rest recovery at 15th-level, then have 18th-level allow you to activate Sorcery Incarnate for free when you roll Initiative or something since it also gives sorcery point recovery, and it'd be cool to enter "avatar state" when entering a fight. Even that might be too powerful though.
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Arcane Apotheosis only lets you duplicate 8th level or lower spells without using the 9th level spell-slot and don’t have to worry about not casting Wish again. It’s strong but it’s not really broken.
Anything that’s not the spell-duplication is still subject to the DM if the wish works the way the player wants.
Well after reading it again, I am agree. It allows you to cast any extra level 1-8 spell per day, for a 18th level ability seems good to me.
To avoid duplication, here the link to the other post about my thoughts of the new Sorcerer:
Arcane Apotheosis only lets you duplicate 8th level or lower spells without using the 9th level spell-slot and don’t have to worry about not casting Wish again. It’s strong but it’s not really broken.
Anything that’s not the spell-duplication is still subject to the DM if the wish works the way the player wants.
The main problem isn't the duplication or lower level spells which is still amazing btw, the problem is how can never lose the spell so wishing for damage resistances or well.. whatever isn't met with the high chance of losing the spell. That's what makes it so good. The high chance of losing the spell is the one check on the spells potential power
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First time posting here, I've been playing sorcerer for years and I love the class, some of the changes look super good and fun, but others are pretty bad. I will mention some of my ideas, and it would be nice to hear what everyone thinks about the changes.
Moving to the subclass, that I have played a lot before. Draconic Sorcerery :
And my only real issue with the subclass changes :
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Keep in mind it's a 15 foot aoe of ranged attack rolls so anything in 5 feet of you will give you disadvantage on attacking them. Also just a ton of rolls for a 2d6 attack at lvl 10 (3d6 at lvl 11), I don't see this being of any real value. Damage is low, disadvantage is very possible and your point blank at lvl 10. All seriously bad situations
Arcane Apotheosis only lets you duplicate 8th level or lower spells without using the 9th level spell-slot and don’t have to worry about not casting Wish again. It’s strong but it’s not really broken.
Anything that’s not the spell-duplication is still subject to the DM if the wish works the way the player wants.
Right, didnt think about the range. I guess the idea is that with higher AC the draconic brings, you can get in range since you are more durable? But that seems like an awful idea with such a low Hit point pool even if you reach stupid high AC.
Yeah bit more durable but.. talking monsters your fighting at lvl 10 or 11 and your doing all this to get up and do 3d6 damage? MAYBE 4d6 to a target or two? Maybe against like.. goblins that your DM is throwing at you for some reason just to blow up a ton of crap monsters but anything of sufficient threat I don't want to get that close to do that little damage
Spells learned: a need buff and makes their live easier because trying to give spell list to ever subclass to match Tasha’s was going to be hard.
Sorcerou Burst: needs to be 2d4 so the exploding dice actually happens more often.
Sorcerous Vitality: A fine filler feature in the place of a dead level. Adds a small amount of versatility and self reliance.
Arcane Eruption: good
Sorcerer Incarnate: really bad
Arcane Apotheosis: good, almost too good, but I think it’s fine.
Dragonic Resilience: Perfect
Dragon speech: I guess they thought it was weird that you learned to read and write a language. Oh well this is okay.
Elemental Affinity: Finally works as it should.
Draconic Exhalation: wouldn’t be bad if the damage was d4s
Dragon Wings: is hot garbage now. Fly is better and last longer. It doesn’t matter that the wings deal damage because combat is not the best reason to be flying.
Basically crap below level 18, and level 18 too good.
I dunno about crap; while I don't like some of the changes I think they do generally make the sorcerer better. But there's a lot that needs changing (or is that what you meant?):
Draconic is a bit of a mess; implementing draconic exhalation using the Sorcerous Burst cantrip is strange (it seems mechanically very weak), and pushing flight to Sorcery Incarnate is disappointing as it's a late feature anyway. I dunno, aside from boosting the AC a bit and giving us passive resistance this feels a lot like messing with the parts that were fine, without really fixing the things that weren't.
At least we can true polymorph now (Draconic sorcerers are no longer one of the few mages that can't turn into dragons) but I'd like to see a boost when using it to turn into your ancestor's type, like retaining some access to spellcasting but you can only do it a limit number of times and only up to a certain level; this would mostly let you keep utility spells, since combat options are going to pale compared to simply being a dragon.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I have doubts about how that spell works. Does the chance of it also dealing damage to another opponent increase with the wizard's level? I guess that's the case, so at level 1, because it's 1d6, the probability that it deals damage to a second opponent is 16.67%, at level 7, because it's 2d6, it changes to 30.56%, at level 11, being 3d6, it changes to 42.12%, at level 17, being 4d6, it changes to 51.77%. (And the latter will leave you with an approximate 25% chance of causing damage to 3 or more opponents, with an average damage per opponent of 14.).
So it's not very powerful initially, but it improves a lot at higher levels by having a higher chance to affect multiple targets, and don't forget to choose the damage type.
With your suggestion, I guess it scales by adding 1d4 per upgrade, and the probabilities would be: Level 1, being 2d4 there would be a 37.5% chance to deal damage to a second opponent, at level 7, being 3d4, it changes to 57.81 %, at level 11, because it is 4d4, it changes to 68.36%, at level 2, because it is 5d4, it changes to 76.27%. (And the latter will leave you with an approximate 58% chance of dealing damage to 3 or more opponents and a 44% chance of dealing damage to 4 or more, with an average damage per opponent of 12.5.).
Your proposal seems to be better at all levels than the AU, especially at low levels, and almost ensures that you can hit multiple opponents from level 11, with a damage type of your choice, which is relevant when it comes to calculate the damage dice of the cantrip, therefore I don't know if your version is too much.
If the new dice are not affected by leveling up the probabilities are constant, and I definitely support your variant.
Thank you for running the numbers, but I think you are combining Sorcerous Burst and Draconic Exhalation. Sorcerous Burst is always single target, but it has exploding dice found in other game systems. It does limit the amount the dice can explode to your Spellcasting mod. So with a ton of luck you could add an extra 20 with my version or 24 with the UA version. My version just allows for it to explode more often at all levels, by giving one additional die to roll and using a smaller die size compared to the UA. I’m realizing now I didn’t account for critical hits. It is an attack roll. So at level one a crit would do 4d4 if you roll a 4 on any of the dice do roll 2d4 or just 1d4. I would think just 1d4 additional per 4 rolled even if the attack roll was as crit.
Draconic Exhalation- makes it so your Sorcerous Burst attacks everyone in a cone. You could hit up to 7 creatures, but it’s unlikely you will ever have the cone perfectly filled with enemies.
lol, I neglected mine, hahahahahaha, thank you very much for the correction, yes, I had mixed up hahahahahahaha, but at least it helped me to understand and correct my confusion.
Now that I understand it better, I'm not afraid that your proposal will be too strong and I definitely prefer it.
PS: If I were to count the 6 (or 4 in yours) of the extra dice, with 20 in charisma, in the current AU the maximum damage only for the extra dice is 36, not 24, 24 will be if you do NOT have them in account, something that must be taken into account because otherwise it would not be of much use to base it on his charisma when it exceeds the amount without extra dice, except in the case of critics, especially if we consider that you raise this statistic to 30.
About the critics in that cantrip, just in case there should be a clarification or example of how it would affect them.
It really is very powerful, as it makes the sorcerer able to cast any level 8 or lower spell in the game.
The thing is, it's something you earn at level 18 if I remember correctly, and at that level you're supposed to earn some really powerful stuff. So it's OK. Also, hardly anyone plays at those levels.
I'd make the spell duplication effect of Arcane Apotheosis cost the duplicated spell's level +1. Still much better than always requiring a 9th level slot, but not as powerful as letting the Sorcerer get an improved version of every spell in the game.
It still needs to be balanced.
Spellcasters already have a huge feature at 17th-level, which is gaining access to 9th-level spells, some of the most powerful effects in the entire game, so they don't actually need powerful capstones to still be among the strongest classes in the game. It's the martial classes that need the strongest capstones (and feature in general really) to compete.
Warlocks in the UA get Hex Master which isn't that great; casting hex for free at its lowest level isn't exciting, especially now that its lowest level is weaker. I originally misunderstood Hex as scaling with warlock level which would make this a more reasonable feature, but still pretty boring, as I'd prefer to do more with hex, not just more of the same.
Wizards get Signature Spells which is still a good feature; two always prepared workhorse spells means more prepared spells overall, and you can cast each of them at 3rd-level once per short rest which saves resources on a class that's already got Arcane Recovery. It's maybe a little boring too, but it fits the theme of a Wizard's greatest strength being preparation.
Arcane Apotheosis by comparison doesn't just give you an extra 9th-level spell known, it lets you cast it twice when replicating spells (probably the most common use) and with reduced risk in the "ask for anything" case. It's a spell that gives you access to every spell up to 8th-level, on any spell list (potentially including class-specific spells unless they change it, which makes it doubly weird for so many class features to be spells in this UA, as you could grant yourself two pact boons without ever making a pact). Just having the option of taking wish at all is plenty, we don't need super-wish as a capstone IMO.
I find it a bit strange they moved Sorcerous Restoration to 15th-level when they've made it actually good now; four sorcery points back on short rest was already decent feature, it was just boring (and a bit weak) as a capstone before. But four back on Initiative is a lot stronger, as you're always going to have sorcery points going into a fight, and it's a really important resource (especially with improvements to many Metamagics). Personally I'd split this so you get the short rest recovery at 15th-level, then have 18th-level allow you to activate Sorcery Incarnate for free when you roll Initiative or something since it also gives sorcery point recovery, and it'd be cool to enter "avatar state" when entering a fight. Even that might be too powerful though.
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Well after reading it again, I am agree. It allows you to cast any extra level 1-8 spell per day, for a 18th level ability seems good to me.
To avoid duplication, here the link to the other post about my thoughts of the new Sorcerer:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/170554-sorcerer-review?comment=39
The main problem isn't the duplication or lower level spells which is still amazing btw, the problem is how can never lose the spell so wishing for damage resistances or well.. whatever isn't met with the high chance of losing the spell. That's what makes it so good. The high chance of losing the spell is the one check on the spells potential power