Showing posts with label Sorcerer. Show all posts
Showing posts with label Sorcerer. Show all posts

Saturday, June 24, 2017

5e Sorcerer Variant?

One of my beefs with 5e is the uneven distribution of long rest and short rest abilities among classes (i.e. encounter and daily powers). The biggest offender, imho, is the sorcerer who gets only long-rest resources and is encouraged to use them up quicker because the sorcerer can spend more resources for a nova round. The quick brainstorm with a friend is to make sorcery points short-rest resources somehow. There's two issues with it.

Number of Sorcery Points. First, the number. 5e sort of assumes something like 2-4 short rests per long rest, so if we simply divide the sorcery points between half and a quarter, that should come close. Say half for now. That'd mean a level 5 sorcerer gets 3 points, which equates to one heightened spell per short rest or a bonus 2nd level slot. That seems pretty strong since warlocks get two 3rd-level slots per short rest, and the sorcerer would also have 3rd level daily slots. If it's a quarter, that means the level 5 caster has 2 points per short rest, which prohibits most expensive metamagic on spells other than cantrips and first level spells, but one level 1 slot per short-rest seems about right but weak. A third is probably about right.

Creating spell slots. The second issue is sorcery points being used to make new spell slots. Short rests could essentially be used to recharge, meaning why not take 3 short rests in a row to recover more slots? This is easily solved by capping created slots with a duration. I'd say end of next round, so you could create a slot in preparation for using it the next round. 1 minute might also be reasonable, or even 10 minutes though. But since they're easy to create, there's not a lot of reason to make them so long-lasting. And if/when they expire? They could automatically convert back to spell points. There's a slight loss here, as it's more expensive to create a spell slot (5 sorc points to make a level 3 spell) than you get from spell slots (3 sorc points for a level 3 slot). But that's probably fine.

Level 20. The sorcerer capstone ability is finally the short-rest sorcery points we want. Nice, but super late. They'd need a new capstone.

Done. What other consequences would this have? Some metamagics aren't going to work on your big guns. You won't have enough points to heighten, twin, or whatever your highest level spells. There's also a question of limitations, can you have more sorcery points that your max? I say sure, convert one big slot to points to power metamagic on your other big slots. Finally, it limits some metamagic options flat out, like Heighten Spell. We might be able to address this by either explicitly mentioning the option is best when you have more sorc points, or by fiddling with the number a bit, more like 1/4 plus 1 or half minus 1 something to ensure the number of sorc points at each level is about right. This still feels a little clunky, but I like the idea. Combine it with 1-2 bonus low-level utility spells for each origin, and it might do well.


Wednesday, April 8, 2015

Al-Qadim 5th Edition Patch: Ghul Lord (First Draft)

Reading over the recent Unearthed Arcana article on modifying classes, it inspired me to finish up a first draft of some of the Al-Qadim patch material I've been thinking about. The 2nd Edition Ghul Lord was from the Complete Sha'ir's Handbook, and has stuck with me as a pretty unique spellcaster from 2nd Edition. From multiple readings, its still not clear to me how this kit was intended to work (I think you get necromancy spells plus manipulations..?), but I like the idea of being innately tied to necromantic energy and manipulating it in a way different from mages who study their spells carefully. That's pretty sorcerer to me, so here's the first draft of the build:

Ghul Lord (Sorcerous Origin)

Death Master
At first level you add all necromancy spells to the sorcerer list (but not your spells known). Each necromancy spell you know adds one to your maximum hit points. All of your spells which do not normally deal necrotic damage do half of their damage as necrotic. You resist necrotic damage, and your spells which deal necrotic damage bypass necrotic resistance. You gain proficiency with the short sword, long sword, and scimitar. When you cast a spell, there is often a subtle sensory effect that reveals your spells are not normal (tears of blood, flickering or sickly light, whispers or moans of the dead, etc.).

The idea is I'm giving the ability to cast lots of necromancy, and an incentive to take those spells. At maximum it would be 15-20 bonus hp (depending on more necromancy cantrips being released), which is what the Dragon origin gets. In practice, I doubt anyone would take only necromancy spells, but two hp/spell seems high and I haven't thought of another good bonus other than duplicating the wizard necromancer benefits. Non-necromancy spells are restricted to the sorcerer list still, and get necromancy flavored. The resistance stuff just seems like a minor fix for a character that will be doing necrotic damage constantly. I considered a limited ritual casting which would allow the ghoul lord to cast necromancy rituals but that hardly seems potent given that its only feign death and gentle repose.

Disrupting Manipulations
At 6th level, you may regain one sorcery point by expending a hit die and subtracting the roll from your hit point total. This damage cannot be reduced in any way. In addition, you know the spells dispel magic and counterspell which do not count against your number of spells known. When you successfully cast either of these spells, any creature or object from which you dispelled a spell or the creature whose spell you countered takes necrotic damage equal to 1d12 plus your sorcerer level.

This is legacy stuff. Gaining a few bonus sorcery points for sacrificing hit dice is thematically appropriate, as well as the Ghul Lord's magic disrupting normal magic. While the first feature could belong to any death-themed sorcerer, here we are firmly in the domain of the ghul lord.

Necrotic Manipulations
At 14th level, as an action, you may temporarily add one evocation or necromancy spell from the sorcerer spell list to your spells known by expending sorcery points equal to the spell’s level. If that spell deals damage, half of the damage is considered necrotic damage. You lose access to the spell once you cast it or when you take a short or long rest. If the spell is an evocation spell that does not normally deal damage, it deals 1d12 plus your sorcerer level in necrotic damage to any living creature which comes into contact with the effect.

More legacy material. The idea is the ghoul lord can manipulate raw necrotic energy to cast spells. This lets them get a blasting spell they need easily, and a few utilities though they may be costly. Again, this makes this ghul lord specific, rather than just death sorcerer.

Rotting Strength

At 17th level, you can be targeted by effects that target undead, and whenever you are subject to an effect that only affects undead you may choose whether or not you are affected. You are immune to necrotic and poison damage, and your spells that deal necrotic or poison damage deal extra damage equal to your charisma modifier.

This is obviously the "you are dead" capstone. Not sure its quite enough yet, a bit of a random grab bag of weaker effects. This feels a little less like ghul lord, but is thematically related to the ongoign loss of strength/constitution/charisma the ghul lord suffers by turning more death-like.


All in all, I'm not unhappy with this but not quite happy either. I need to go back and see if I'm missing something from the original (defensive, informative, and translocative manipulations?) or what I've got here (the grab bag of powers and all) that isn't necessarily thematic and could be simplified. For example, if the ghoul lord can only learn necromancy spells (If you draw from all lists, I think there's enough in the Player's Handbook) rather than from the sorcerer list, then the manipulation ability could be expanded and given at 6th level (i.e. Abjuration, Conjuration, Divination or Evocation spells from the sorcerer list, or any spell from the sorcerer list..? Illusions might not be bad, but Enchantments and Transmutations aren't thematic). Also I should re-compare things to the normal sorcerer options (and the new Favored Soul) to check the relative power levels, but its a start.