Editing
One D&D
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====[[Sorcerer]]==== * Still no ritual casting, lol, cry harder. * Wizards has heard your complaints about your class's tiny number of spells known! They have heard your desire for richly-thematic bloodline spell lists analogous to cleric domains! And they have seemingly decided... that you can go fuck yourself with those "domain spells" if you like them so much, because they're going to do something completely different and just give every sorcerer a list of new spells, almost exclusively mediocre and random combat-focused spells instead. ** ''Chaos bolt'' and ''sorcerous burst'' are always-prepped spells at level one, doubling down on the "chaotic" aspects of the sorcerer class at the expense of everything else. The latter is a new ranged cantrip that deals weak damage, but rolling max damage lets you roll another die for extra damage and - more importantly - can be any damage type you want. (In practice, this still mostly makes it a poor man's ''eldritch blast'' out of the gate, but hey, you're still a full caster, it's kind of funny when you hit the jackpot, especially when it scales up a few levels and that "roll extra damage on 6s" thing starts coming into its own, and the warlock's been brutally nerfed anyway.) The former is the same old derpy luck-based wacky nonsense it's always been; [[skub|people who love wild magic zaniness will love having it on tap and people who can't stand that shit may as well not have the extra spell prepped at all]]. ** ''Sorcerous vitality'' is a new exclusive always-prepped 3rd level spell that lets you heal yourself without needing to bother your cleric or paladin. Not that it does much, but hey, still more than the wizard's likely to get, and you can clear out a couple of conditions. (Since, unlike fellow "end condition" spell ''lesser restoration'' of the same level it doesn't actually cure diseases or poisons, it's an open question what happens if you try to end the poisoned condition on yourself with the poison still in your body...) ** ''Arcane eruption'' is a new exclusive always-prepped 4th level spell that is an AoE spell that deals damage and, curiously, one of the damage die can also be used to determine a condition you can inflict on your victims. Yet more doubling-down on chaotic wackiness; it deals sub-''fireball'' damage and, while choosing the damage type almost makes up for that against a lot of enemies and the conditions it can potentially inflict are potentially extremely strong, they only last for a turn at best, only apply when the creature fails the same, and the save in question is Constitution... the strongest save most monsters and pre-built NPC enemies have. ** ''Sorcery incarnate'' is a new exclusive always-prepped concentration spell up to a minute that offers free advantage on all spellcasting attack rolls, the ability to stack metamagic on spells, and a cute little 1d4 dribble of sorcery points when activated. An incredibly strong spell with a ton of powerful buffs well-tailored to the class that suffers from the class it's built around still having religiously-unaddressed problems rather than any deficiencies in and of itself. In general, what the sorcery buffs ''should'' have been. * Sorcerous Restoration comes online a good bit sooner, which is to say that, instead of your capstone, it comes in on level 15 of a class that needed it at level 2 to compete with the wizard's better version of it and ''still'' offers a flat 4 sorcery points instead of scaling. Still... progress? ''Sorcery incarnate'' gives you a very poor man's version of the benefit at level 9, alleviating some of the pain. * A new capstone now giving you a daily use of ''wish'' - one that can instead use a lesser spell slot if you're using it to copy another spell and can never fail. Single-handedly fixes all your spell list problems right there; just try to avoid accidentally overloading and making it impossible to ever cast ''wish'' again. * Lots of metamagic tweaks, mostly for the stronger. ** Careful Spell now makes your allies outright immune to any AoE damage you cause on a spell, a welcome change. ** Distant Spell adds 30 x sorcerer level feet to the spell's range rather than doubling. A big buff in most ways that matter by the time you even ''have'' metamagic. ** Extended Spell now grants advantage on any concentration checks to sustain a spell in addition to the duration increase still doubling. ** Heightened Spell costs less and now gives disadvantage to all saves the chosen target makes, which is nice and makes it a bit more competitive with eating the same number of points for a spell slot. ** Quickened Spell has wording that requires it to be used first instead of, potentially, after a cantrip. (This is presumably to make it less confusing for players who didn't read the "one non-cantrip spell per turn" rule.) ** Subtle Spell now also removes any non-critical (read: stuff that actually costs a lot) material components to a spell, making the subtle spell in question, you know, actually subtle. ** Twinned Spell, once one of the most popular and powerful metamagic options, was nerfed to shit. Instead of targeting a second person with a single-target spell for a reasonably scaling price, it now lets you spend Sorcery Points to copy a spell you spent a slot on last round at a slightly more efficient rate than spending a bonus action to do the same thing. Not ''completely'' useless, but when a ton of other choices got stronger... * Draconic Sorcery (Bloodlines are no longer because...racism issues, I guess) now lets you add Charisma to your AC instead of a fixed AC bump so you have more use from your cheesed casting stat. ** Elemental Affinity can now be used on any sort of damage type since you don't exactly need to pick what kind of dragon you were born from. This also gives you resistance to that type. ** Level 10 lets you use Sorcerous Burst as a cone attack, letting you hit multiple foes but trapping you to one damage type. ** Draconic Wings now works as part of Sorcery Incarnate and gives an AoE Burst attack, which is alright but much less useful than semi-permanent flight the rest of the time.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information