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Scuronotte
2016-01-19, 10:24 PM
Their level of spell known progression reaches 20 at 20th level.

Quicken Metamagic is automatically known at 2nd level.
Then the spells that can be cast as an action changes during Sorcerer level progression

Levels 1st through 7th, only can cast Cantrip as Action spell
Level 8th though 14th, Cantrips and 1st level spells at 1st level spell slot cast as Action
Levels 15 and above, Cantrips, 1st and 2nd level spells cast at a 2nd level spell slot maximum as an Action spell

Spend 9 Sorcery Points for a 6th level spell slot

Sorcerous Restoration is gained at 9th level as opposed to 20th.

20th level, when start your turn with no Sorcery Points (SP), you gain 3 SP.

For Wild Sorcerer Bend Luck
1d4 die from Levels 6 to 10
1d6 die from levels 11 to 15
1d8 die levels from 16 and above

Thank you for your help and suggestions

SpawnOfMorbo
2016-01-19, 11:18 PM
Sorcerers don't really need a lot of change.

More spell known (bonus spells work) and more SP and you got a well made class.

Sorcerers are pretty sweet in 5e, just wished they made wild magic more 4e ish. Saw a wild magic sorcerer in AL never roll on the random magic table cause the DM forgot that the sorcerer was wild blood.

Scuronotte
2016-01-20, 10:24 AM
Sorcerers don't really need a lot of change.

More spell known (bonus spells work) and more SP and you got a well made class.

Sorcerers are pretty sweet in 5e, just wished they made wild magic more 4e ish. Saw a wild magic sorcerer in AL never roll on the random magic table cause the DM forgot that the sorcerer was wild blood.

I'd rather increase number of spells than bonus spells. Bonus spells work better in classes with a large spells known base and can change spells after long rest
Bonus spells can still limit a player's options and play style

Making Sorcerous Restoration available earlier will help in low spell points concern

And 20th level recharge of 3 SP at beginning of each turn when you have 0SP is great

With Bwnd Luck, it needs to scale or becomes useless