RakiReborn
2016-01-12, 11:40 AM
As fond as I am of the GISH options there are, I couldn't resist making one for the Sorcerer, as (I think?) there isn't one already. Might have missed it in one of the UA's though... Well, here is my take on it!
Hey GiantITP. After a small bit of playtesting, rewriting and quite a bit of swearing from ennoyment (is that a word?) as it was still not what i wanted, i decided to make an overhaul. The new features are better built and fluffed towards the origin. This is the new draft:
Magic is found in many things, nature and manmade. Not always does this magic act as intended, and some magical items have too much magic imbedded in them. That magic flows out, into the creatures that hold them close and use them in combat. Perhaps one of your ancestors wielded one such item, or you were exposed to such a weapon at early age. Whatever the case, the magic has flowed into you, and gave you a natural affection to combine your inner magic with the weapons you wield.
Natural Affection (lvl1):
At 1st level, tools of battle feel as natural to you as your own skin. You gain proficiency in martial weapons and light armor. Additionally, you ignore any class requirements for magical items.
Sorcerous Ward (lvl1):
Also from 1st level, your innate magic protects you from harm. When you cast a spell of 1st level or higher, you gain Temporary Hit Points equal to the spell’s level + your Charisma modifier (minimum 1).
Sword and Sorcery (lvl6):
At 6th level, you have learned to combine your magic and weaponry, channelling the residential energy from your spells through your weapon. When you cast a Sorcerer spell of 1st level or higher, the next weapon attack you hit before the end of your next turn deals additional damage equal to twice the spell’s level.
Determined Concentration (lvl14):
You are so accustomed to the battlefield that you seem to be able to concentrate better than anyone. Whenever you must make a concentration saving throw to maintain concentration on a spell as a result of taking damage, you add your Charisma modifier to the saving throw.
Natural Attuner (lvl18):
Starting at 18th level, you may attune to four magic items instead of three.
I hope that this is balanced, and will playtest it soon. It is considered finished for now, but any suggestions for improvements or new insights or ideas are more than welcome!
This was the old draft:
Magic is found in many things, nature and man made. Not always does this magic act as intended, and some magical items have too much magic inbedded in them. That magic flows out, into the creatures that hold them close and use them in combat. Perhaps one of your ancestors wielded one such item, or you were exposed to such a weapon at early age. Whatever the case, the magic has flowed into you, and gave you a natural affection to combine your inner magic with the weapons you wield.
Natural Affection (lvl1):
Your bloodline grants you proficiency in the tools of a warrior, as they seem to fit you naturally. You gain proficiency in martial weapons, medium armor and shields.
Sword and Sorcery (lvl1):
You have learned to combine your magic and weaponry, using one to empower the other. You gain the following benefits:
- When you hit a creature with a weapon attack, you have advantage on your next spell attack roll before the end of your next turn.
- When you hit a creature with a spell attack, you deal additional damage equal to your Charisma modifier on your next hit with a weapon attack before the end of your next turn.
- When you attack with a ranged sorcerer cantrip in melee, you do not gain disadvantage on the spell attack roll.
Sorcerous Ward (lvl6):
Beginning at 6th level, your magic protects you from harm. When you cast a sorcerer spell, you gain THP equal to the spell’s level + your Charisma modifier (minimum 1).
Battle Sorcery (lvl14):
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a sorcerer spell, you can make one weapon attack as a bonus action. Additionally, ranged sorcerer spells cast in melee do not invoke disadvantage on the spell attack rolls.
Enhanced Concentration (lvl18):
You are so accustomed to the battlefield that you seem to be able to concentrate better than anyone. Whenever you must make a concentration saving throw to maintain concentration on a spell as a result of taking damage, you have advantage on the saving throw.
There are some mechanics in here where i have no clue whether they are balanced or not.
- Sword and Sorcery i have no clue, as i haven't found anything that resembles it.
- Sorcerous Ward might be a bit too strong, but it only activates when casting a spell of 1st level or higher.
- Battle Sorcery is like the Battle Magic from the Valor Bard, but i added the last sentence, as i wanted the melee casting part from Sword and Sorcery in two pieces. All ranged spells without disadvantage in melee seemed too strong for level 1.
- Enhanced Concentration is also a bit hard to know if it balanced. It feels balanced, but my feelings may be clouded... :P
The Warrior Bloodline is not really a WIP, but all parts are open to changes. Please let me know your opinions and feedback :)
EDIT (21-1-2016): Changed the fluff text
EDIT (18-5-2016): Pretty much a complete overhaul
Hey GiantITP. After a small bit of playtesting, rewriting and quite a bit of swearing from ennoyment (is that a word?) as it was still not what i wanted, i decided to make an overhaul. The new features are better built and fluffed towards the origin. This is the new draft:
Magic is found in many things, nature and manmade. Not always does this magic act as intended, and some magical items have too much magic imbedded in them. That magic flows out, into the creatures that hold them close and use them in combat. Perhaps one of your ancestors wielded one such item, or you were exposed to such a weapon at early age. Whatever the case, the magic has flowed into you, and gave you a natural affection to combine your inner magic with the weapons you wield.
Natural Affection (lvl1):
At 1st level, tools of battle feel as natural to you as your own skin. You gain proficiency in martial weapons and light armor. Additionally, you ignore any class requirements for magical items.
Sorcerous Ward (lvl1):
Also from 1st level, your innate magic protects you from harm. When you cast a spell of 1st level or higher, you gain Temporary Hit Points equal to the spell’s level + your Charisma modifier (minimum 1).
Sword and Sorcery (lvl6):
At 6th level, you have learned to combine your magic and weaponry, channelling the residential energy from your spells through your weapon. When you cast a Sorcerer spell of 1st level or higher, the next weapon attack you hit before the end of your next turn deals additional damage equal to twice the spell’s level.
Determined Concentration (lvl14):
You are so accustomed to the battlefield that you seem to be able to concentrate better than anyone. Whenever you must make a concentration saving throw to maintain concentration on a spell as a result of taking damage, you add your Charisma modifier to the saving throw.
Natural Attuner (lvl18):
Starting at 18th level, you may attune to four magic items instead of three.
I hope that this is balanced, and will playtest it soon. It is considered finished for now, but any suggestions for improvements or new insights or ideas are more than welcome!
This was the old draft:
Magic is found in many things, nature and man made. Not always does this magic act as intended, and some magical items have too much magic inbedded in them. That magic flows out, into the creatures that hold them close and use them in combat. Perhaps one of your ancestors wielded one such item, or you were exposed to such a weapon at early age. Whatever the case, the magic has flowed into you, and gave you a natural affection to combine your inner magic with the weapons you wield.
Natural Affection (lvl1):
Your bloodline grants you proficiency in the tools of a warrior, as they seem to fit you naturally. You gain proficiency in martial weapons, medium armor and shields.
Sword and Sorcery (lvl1):
You have learned to combine your magic and weaponry, using one to empower the other. You gain the following benefits:
- When you hit a creature with a weapon attack, you have advantage on your next spell attack roll before the end of your next turn.
- When you hit a creature with a spell attack, you deal additional damage equal to your Charisma modifier on your next hit with a weapon attack before the end of your next turn.
- When you attack with a ranged sorcerer cantrip in melee, you do not gain disadvantage on the spell attack roll.
Sorcerous Ward (lvl6):
Beginning at 6th level, your magic protects you from harm. When you cast a sorcerer spell, you gain THP equal to the spell’s level + your Charisma modifier (minimum 1).
Battle Sorcery (lvl14):
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a sorcerer spell, you can make one weapon attack as a bonus action. Additionally, ranged sorcerer spells cast in melee do not invoke disadvantage on the spell attack rolls.
Enhanced Concentration (lvl18):
You are so accustomed to the battlefield that you seem to be able to concentrate better than anyone. Whenever you must make a concentration saving throw to maintain concentration on a spell as a result of taking damage, you have advantage on the saving throw.
There are some mechanics in here where i have no clue whether they are balanced or not.
- Sword and Sorcery i have no clue, as i haven't found anything that resembles it.
- Sorcerous Ward might be a bit too strong, but it only activates when casting a spell of 1st level or higher.
- Battle Sorcery is like the Battle Magic from the Valor Bard, but i added the last sentence, as i wanted the melee casting part from Sword and Sorcery in two pieces. All ranged spells without disadvantage in melee seemed too strong for level 1.
- Enhanced Concentration is also a bit hard to know if it balanced. It feels balanced, but my feelings may be clouded... :P
The Warrior Bloodline is not really a WIP, but all parts are open to changes. Please let me know your opinions and feedback :)
EDIT (21-1-2016): Changed the fluff text
EDIT (18-5-2016): Pretty much a complete overhaul