View Full Version : D&D 5e/Next Spell Slinger Sorcerer Subclass PEACH

Torched Forever
2015-06-22, 12:03 PM
Wild Magic slows play down too much for most games, but the "chaotic magic" is an interesting idea. I took this and thought and developed a subclass. Comments and criticisms are welcome.

Spellslinger Sorcerer Subclass
ďI have no clue what Iíll cast next. All I know is youíre not going to like it!Ē --Maro Spellslinger of Hol

Instead of your normal Spellcasting feature from the Sorcerer base class, you instead gain this feature.
Cantrips. At 1st level you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Points. The Sorcerer table shows how many spell points you have to cast your spells of 1st level or higher. To cast a sorcerer spell, you must expend spell points of the spellís level or higher. Casting powerful spells drains you further. After casting a spell at 6th level or higher, you may not cast a spell of that level again until you finish a long rest. You regain all expended spell points when you finish a long rest. See the Spell Point Cost table for more information.
Deck of Spells. You have a deck of spells that you draw from to cast your sorcerer spells. This deck holds a number of cards equal to twice your sorcerer level plus your Charisma modifier. Each card of this deck represents a certain sorcerer spell and should be marked accordingly. You may choose from any sorcerer spell that is of a level below or equal to your maximum, as shown in the Maximum Spell Level column of the Sorcerer table. You may modify what spells are in your deck after completing a long rest.
Once you have completed a long rest, shuffle the discard pile into the deck and draw a number of cards from your deck equal to your proficiency bonus. You may only cast sorcerer spells that you have in your hand and have the requisite spell points expended for. Once a spell is cast, place the card in the discard pile and draw a new card from the deck.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
...Spell save DC = 8 + your proficiency bonus + your Charisma modifier
...Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus. You use an arcane focus as a spellcasting focus for your sorcerer spells.

At 1st level, you are accustomed to the erratic nature of your magic and can predict what energies you can harness. Whenever you cast a sorcery spell of 1st level or higher, before you draw you may look at the top card of your deck. Then, return the card to either the top or bottom of the deck.

Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Instead of the sorcery points and flexible casting features from the Sorcerer base class, you gain these features.
Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting. As a bonus action, you may expend sorcery points in exchange for spell points. For each sorcery point you spend you gain one spell point. However, you may not gain more than 7 spell points at a time.
As a bonus action, you can expend spell points in exchange for sorcery points. Match the number of expended spell points to an appropriate spell levelís cost. You gain sorcery points equal to the spell level.

Controlled Chaos
Starting at 6th level, you may recycle your erratic magic by drawing on your power. You may cast spells from the discard pile at the cost of one additional spell point for each level of the spell.

Transformative Magic
At 14th level, you may discard your hand to draw the same number of cards from your deck. You may use this ability once before needing a long rest to regain its use.

Erratic Mastery
Starting at 18th level, you may spend 3 sorcery points to discard a card, search for a card in your deck and put it into your hand, and then shuffle the deck.

*Note: Because I have no clue on how to make tables, you'll need to reference the DMG (pg. 288-289) for all of the spell point information.