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View Full Version : D&D 5e/Next Another Sorcerer Tweak (with a few new spells) [PEACH]



quinron
2016-07-18, 12:13 PM
Cribbing off the Favored Soul, I've put together a bonus Spells Known ruleset here for Wild Magic and Draconic Bloodline sorcerers. Because the Favored Soul's major feature is getting new spells, these tweaks only give half as many bonus spells, but I think they feel pleasantly flavorful.

DRACONIC BLOODLINE: DRAGON MAGIC
Your connection to dragons grants you access to a number of spells that emulate their power. The spells on the following table are on the sorcerer spell list for you. At 1st level, choose one of the spells listed for 1st-level sorcerers. You add this spell to your Spells Known, and it doesn't count against the number of spells you know. At 3rd, 5th, 7th, and 9th levels, you likewise learn one of the spells listed for those levels.



Sorcerer Level
Spells


1st
charm person, chromatic orb


3rd
dragon's breath,* suggestion


5th
fly, fear


7th
compulsion, elemental bane


9th
draconic form,* find lesser dragon*



*These are new spells I designed - check the second post for details

WILD MAGIC: CHAOTIC KNOWLEDGE
The wild magic that grants you power also grants you bursts of magical insight, though seemingly at random. At 1st level, roll d% twice on the 1st Level column of the table below. The resulting spells are on the sorcerer list for you. Choose one of the spells rolled. You add this spell to your Spells Known, and it doesn't count against the number of spells you know. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise roll on the corresponding columns, adding the spells to the sorcerer list and adding one to your Spells Known.
Each time you gain a sorcerer level, you can choose to reroll one of your previous spells, replacing it on the sorcerer list or in your Spells Known.
Your DM may allow you to add spells to this table from sources other than the Player's Handbook.



d%
1st Level
3rd Level
5th Level
7th Level
9th Level


1
alarm
aid
animate dead
arcane eye
animate objects


2
animal friendship
alter self
aura of vitality
aura of life
antilife shell


3
armor of Agathys
animal messenger
beacon of hope
aura of purity
awaken


4
arms of Hadar
arcane lock
bestow curse
banishment
banishing smite


5
bane
augury
blinding smite
blight
Bigby’s hand


6
bless
barkskin
blink
compulsion
circle of power


7
burning hands
beast sense
call lightning
confusion
cloudkill


8
charm person
blindness/deafness
clairvoyance
conjure minor elementals
commune


9
chromatic orb
blur
conjure animals
conjure woodland beings
commune with nature


10
color spray
branding smite
conjure barrage
control water
cone of cold


11
command
calm emotions
counterspell
death ward
conjure elemental


12
compelled duel
cloud of daggers
create food and water
dimension door
conjure volley


13
comprehend languages
continual flame
crusader’s mantle
divination
contact other plane


14
comprehend
cordon of arrows
daylight
dominate beast
contagion


15
create or destroy water
crown of madness
dispel magic
Evard’s black tentacles
creation


16
cure wounds
darkness
elemental weapon
fabricate
destructive smite


17
detect evil and good
darkvision
fear
fire shield
dispel evil and good


18
detect magic
detect thoughts
feign death
freedom of movement
dominate person


19
detect poison and disease
enhance ability
fireball
giant insect
dream


20
disguise self
enlarge/reduce
fly
grasping vine
flame strike


21
dissonant whispers
enthrall
gaseous form
greater invisibility
geas


22
divine favor
find steed
glyph of warding
guardian of faith
greater restoration


23
ensnaring strike
find traps
haste
hallucinatory terrain
hallow


24
entangle
flame blade
hunger of Hadar
ice storm
hold monster


25
expeditious retreat
flaming sphere
hypnotic pattern
Leomund’s secret chest
insect plague


26
faerie fire
gentle repose
Leomond’s tiny hut
locate creature
legend lore


27
false life
gust of wind
lightning arrow
Mordenkainen’s faithful hound
mass cure wounds


28
feather fall
heat metal
lightning bolt
Mordenkainen’s private sanctum
mislead


29
find familiar
hold person
magic circle
Otiluke’s resilient sphere
modify memory


30
fog cloud
invisibility
major image
phantasmal killer
passwall


[td]31
goodberry
knock
mass healing word
polymorph
planar binding


32
grease
lesser restoration
meld into stone
staggering smite
raise dead


33
guiding bolt
levitate
nondetection
stone shape
Rary’s telepathic bond


34
hail of thorns
locate animals or plants
phantom steed
stoneskin
reincarnate


35
healing word
locate object
plant growth
wall of fire
scrying


36
hellish rebuke
magic mouth
protection from energy
Roll again
seeming


37
heroism
magic weapon
remove curse
Roll again
swift quiver


38
hex
Melf’s acid arrow
revivify
Roll again
telekinesis


39
hunter’s mark
mirror image
sending
Roll again
teleportation circle


40
identify
misty step
sleet storm
Roll again
tree stride


41
illusory script
moonbeam
slow
Roll again
wall of force


42
inflict wound
Nystul’s magic aura
speak with dead
Roll again
wall of stone


43
jump
pass without trace
speak with plants
Roll again
Roll again


44
longstrider
phantasmal force
spirit guardians
Roll again
Roll again


45
mage armor
prayer of healing
stinking cloud
Roll again
Roll again


46
magic missile
protection from poison
tongues
Roll again
Roll again


47
protection from evil and good
ray of enfeeblement
vampiric touch
Roll again
Roll again


48
purify food and drink
rope trick
water breathing
Roll again
Roll again


49
ray of sickness
scorching ray
water walk
Roll again
Roll again


50
sanctuary
see invisibility
wind wall
Roll again
Roll again


51
searing smite
shatter
Roll again
Roll again
Roll again


52
shield
silence
Roll again
Roll again
Roll again


53
shield of faith
spike growth
Roll again
Roll again
Roll again


54
silent image
spiritual weapon
Roll again
Roll again
Roll again


55
sleep
suggestion
Roll again
Roll again
Roll again


56
speak with animals
warding bond
Roll again
Roll again
Roll again


57
Tasha’s hideous laughter
web
Roll again
Roll again
Roll again


58
Tenser’s floating disk
zone of truth
Roll again
Roll again
Roll again


59
thunderous smite
Roll again
Roll again
Roll again
Roll again


60
thunderwave
Roll again
Roll again
Roll again
Roll again


61
unseen servant
Roll again
Roll again
Roll again
Roll again


62
wrathful smite
Roll again
Roll again
Roll again
Roll again


63-100
Roll again
Roll again
Roll again
Roll again
Roll again
[td]

quinron
2016-07-18, 12:17 PM
New Draconic Spells

DRACONIC FORM
5th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a tooth of the type of dragon whose form you with to take)
Duration: Concentration, up to 1 hour

You transform yourself into the form of a dragon. The transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any true dragon whose challenge rating is equal to or less than your level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen dragon. You retain your alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You are limited in the actions you can perform by the nature of your new form, and you can’t cast spells. Your gear melds into the new form. You can’t activate, use, wield, or otherwise benefit from any of your equipment.

Design Notes: This is obviously just polymorph with dragons. I like the idea of a dragon sorcerer getting the ability to transform into a dragon, but as it is, there's no way to do that until level 17. Transforming into a wyrmling is pretty lackluster - it doesn't really feel like a dragon - so I went with young dragons, whose CR caps out one level after you'd get this spell.


DRAGON'S BREATH
2nd-Level Evocation
Casting Time: 1 action
Range: Self
Components: V, M (100 gp worth of dragon scales)
Duration: 1 minute

You imbue your breath with magical energy. While this spell is in effect, you gain a breath attack, whose damage type you choose from the following table:



Damage
[B[Saving Throw]


Acid
Dexterity


Cold
Constitution


Fire
Dexterity


Lightning
Dexterity


Poison
Constitution



As a bonus action on your turn, you can exhale at a target within 30 feet. The target takes 2d6 damage on a failed save, or no damage on a successful save.
The effect of the spell ends after the duration has expired or after you have used the breath attack 3 times, whichever comes first.
At Higher Levels. When you use a spell slot of 4th level or higher to cast this spell, the damage from the breath attack increases by 1d6 for each slot level above 3rd.

Design Notes: I considered actually granting a dragon's breath attack with this, but a) I wasn't totally sure what spell level it would be, and b) it felt like that was robbing the dragonborn of their one cool feature; anyway, someone else has definitely made that spell already. I used the potion of fire breath and scorching ray as my basis, with the cost based on chromatic orb.


FIND LESSER DRAGON
5th-level enchantment (ritual)
Casting Time: 10 hours
Range: 10 miles
Components: V, S, M (the eye of an adult dragon of the appropriate color, worth 1,000 gp)
Duration: Instantaneous

You summon a dragon with a challenge rating of 5 or lower from within range and bond it to you. If you begin casting this spell and there are no dragons within range, the spell fails, and you don’t lose a spell slot. If there are multiple types of dragons within range, the DM randomly determines the type of dragon that you summon. During the casting of the spell, the dragon is drawn toward you steadily, arriving as you complete the casting.
The dragon acts independently of you and retains its nature and personality, but it is friendly toward you and your companions, and it tries to stay near you. In combat, the dragon rolls its own initiative, and its nature may require that you persuade it to fight. If you are unconscious, the dragon does its best to protect you as its nature dictates.
You can’t have more than one dragon bonded by this spell at a time. As an action, you can release the dragon from its bond at any time, causing it to leave and travel back to where it was summoned from.
If a dispel magic spell of 5th level or higher, or similar magic, affects the dragon, or if you die, the enchantment is broken. If the dragon would normally be hostile toward you or your companions, it attacks; otherwise it leaves, traveling back to where it was summoned from.

Design Notes: There's no good way in the game to get a dragon companion, except the Chainlock's pseudodragon option - I figured a 5th-level spell for a weakish companion you can't 100% control is decently balanced against the next best companion, the Beast Master's.