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meganeman
2018-01-14, 09:15 PM
I am relatively new to the game. Still, from the criticism of more experienced players over the flavor issues on the sorcerer class, i tried to take a shot at this thing. Im not sure if it might work at all and all material provided is subject to criticism and advice to serve as guidelines for future modifications

Metamagic addon

Elemental spell

Whenever you cast an elemental spell of certain type, you may spend 3 sorcerous point to change the damage type of the spell to a primal element of your choice, like fire, acid, lighting, or cold damage. Additionally, you may spend one extra sorcerous point to change the damage type of the spell to an esoteric type, like force, necrotic, poison, psychic, or radiant

Guided spell

Whenever you cast a ranged spell on a creature 10 feet from you or above covered in half or three quarter’s cover, you may spend 2 sorcerous point to ignore half or three quarters cover applied to that creature. Additionally, you may spend one extra sorcerous point to ignore complete cover of a non hidden creature within any trajectory up to the total range of the spell, essentially, you may bend the spell trajectory following in a Player’s Movement fashion considering it’s maximum range as it’s speed.

Features addon

Spell Bender

At 5th level, you assimilate the power you wield and see it as a physical extension of yourself, granting you the control of the intensity and properties of your spells. You can roll a general d20 to determine the expense of this control, if you succeed, you may cast a spell with a lesser spell property at the cost of the spell level equivalent amount of sorcerous point detailed in Flexible Casting (pg 101, Player’s Handbook 5e) minus two. If you fail the roll, you spend the full price of sorcerous points on the lesser spell or spend a full spell slot on it. You can’t apply a lesser spell property on any 6th level spell or above, and you can attempt this only twice until you finish a short or long rest.

Each lesser spell is less effective than it’s equivalent normal spell properties or effects. However, you trade the unexpended power for manipulation of it’s specific properties, and, therefore, every lesser spell has a Manipulation Surge that grants flexibility on the weakened spell

This ability tries to flavor the sorcerer's spell casting with the cantrip casting flexibility

Spell Slot Level - Difficulty Class


1st - 11 (50% success)

2nd - 13 (40% success)

3rd - 16 (25% success)

4th - 18 (15% success)

5th - 20 (5% success)


Superior Casting

At 11th level, You’ve gained proficiency on the power roaring inside yourself, learning to better handle it as it feels like the very essence of your being. You may now add your proficiency bonus to your Spell Bender rolls. You can also do Spell Bender up to three times until you finish a short or long rest

Lesser Spell List

1st level spells

Lesser Absorb Elements

1st-level abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage

Range: Self

Components: S

Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You may roll a 1d2 and decrease the total type damage by your roll. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d2 damage of the triggering type, and the spell ends.

Manipulation Surge:

• Also, you can choose to concentrate the absorbing membrane in a specific part of your body, and grant 1d4 damage decrease for that part, or in an object that you are holding.

Lesser Burning Hands

1st-level evocation

Casting Time: 1 action

Range: Self (5-foot cone)

Components: V, S

Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 5-foot cone must make a Dexterity saving throw. A creature takes 1d6 damage on a failed save, or half as much damage on a successful one.

Manipulation Surge:

• Also, for up to 1 minute, you can heat any metallic objects or water based solution in the area that you are touching as long as it isn’t being worn or carried.

Lesser Catapult

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

Choose one object weighing 1 to 3 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 20 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 2d6 bludgeoning damage.

Manipulation Surge:

• Also, you may telekinetically fly an object weighing less than 1 pound that you are touching. The object remains moving in a linear fashion up to 100 feet or until it hits an object or a creature, dealing no damage.

Lesser Chaos Bolt

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 + 1d4 damage. Choose one of the d4s. The number rolled on that die determines the attack’s damage type, as shown bellow

1. Fire
2. Lightning
3. Cold
4. Acid

If you roll the same number on both d4s, the chaotic energy leaps from the target to a different creature of your choose within 30 feet of it. Make a new attack rol against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell

Manipulation Surge:

• Also, if you prefer, you may attack two creatures with a chaotic bolting stream for 2d6 damage for each.

Lesser Charm Person
1st-level enchantment Casting Time: 1 action Range: Touch Components: V, S Duration: 1 minute You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed.

Manipulation Surge:

• You can also attempt to order an immediate action to one of the creature’s limbs. If the order envolves self harm relating to the creature bearing the limb, the creature has advantage on the Wisdom saving throw.

Lesser Chromatic Orb

1st-level evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a diamond worth at least 50gp)

Duration: instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire or lightning for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 1d8 damage of the type you choose.

Manipulation Surge:

• Also, you may attempt a melee attack with the orb and both you and your target takes 3d8 damage of the type you choose.

Lesser Color Spray

1st-level Illusion

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S

Duration: 1 Round

A dazzling array of flashing, colored light springs from your hand. Roll 4d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Manipulation Surge:

• You can choose one creature under half of it’s maximum hit points to become blinded. Subsequently, if your previous roll surpass the current amount of hit points of your chosen creature, you may choose another creature to become blinded. You can keep subtracting creature’s hit points from the pool of which you previously rolled to determine how many creatures you can affect with that spell.

Lesser Comprehend Languages

1st-level divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

For the duration, you understand the literal meaning of any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Manipulation Surge:

• Also, you can discover personality traits from whomever wrote the text

Lesser Detect Magic

1st-level divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

For the duration of the spell, you sense the presence of magic of objects that you touch. If you sense magic properties, you learn it’s school of magic, if any.

Manipulation Surge:

• Also, as a reaction, you can learn the level and school of a spell if the caster of said spell casts it within 10 feet of you. Every time you use this to observe a spell casting, the Lesser Detect Magic spell is immediately dispelled and you may roll a percentage die. If said die rolls (1 + your intelligence modifier) or less, you may learn the spell and add it to your spell list after your next long rest, as long as it is on the sorcerer's spells

Lesser Disguise Self

1st-level illusion

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

You make yourself - including your clothing, armor, weapons and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner that you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in mid air. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Manipulation Surge:

• Also, you can impersonate the voice and ticks of a specific creature if you have spent a day observing it.

Lesser Earth Tremor

1st-level evocation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot diameter portion requiring at least 1 minute to clear by hand.

Manipulation Surge:

• Also, you can cause the tremor on a 5 feet cube in melee range of you and impose disadvantage on the creature’s dexterity throw if it is on the cube.

Lesser Expeditious Retreat

1st-level transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action

Manipulation Surge:

• Also you can, instead, as a bonus action, take the disengage action in the end of your turns until the spell ends

Lesser False Life

1st-level necromancy Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour Bolstering your self with a necromantic facsimile of life, you gain 1d4 temporary hit points for the duration of the spell.

Manipulation Surge:

• Also, you can choose someone within melee range for you to touch and recover 1d4 + 2 temporary hit points for the duration of the spell

Lesser Feather Fall

1st-level transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls

Range: 60 feet

Components: V

Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes half falling damage, lands prone, and the spell ends for that creature

Manipulation Surge:

• Also, you can accelerate the falling of a single creature and it takes an extra (6 - Creature’s Con Modifier)d12 falling damage

Lesser Fog Cloud

1st-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

You create a 20-foot-radius of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Manipulation Surge:

• Also, you can move the cloud using an action

Lesser Ice Knife

1st-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage

Manipulation Surge:

• Also, you can create the shard perpendicular to any surface and it breaks after a creature falls on it or hits it, suffering the normal damage of the spells + falling damage. It also fades if it suffers fire, lightning or acid damage


Lesser Jump
1st-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 action

You touch a creature, the creature’s jump distance is doubled for one single jump

Manipulation Surge:

• You can also halve the jump’s distance of a creature for a minute

Lesser Mage Armor

1st-level abjuration

Casting Time: 1 action

Range: Touch

Component: V, S

Duration: 10 minutes

You touch a willing creature who isn’t wearing armor, and protective magical force surrounds it until the spell ends. The target’s base AC becomes 12 + its Dexterity modifier. The spell ends if the target wears armor or if you dismiss the spell as an action

Manipulation Surge:

• Also, you may choose to impose an base AC of 13 + your dexterity modifier to a breakable object under said AC.

Lesser Magic Missiles

1st-level evocation

Casting time: 1 action

Range: 50 feet

Components: V, S

Duration: Instantaneous

You create one glowing dart of magical force. The dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 3 force damage to its target.

Manipulation Surge:

• Also, if the damage roll is a 7, you can ignore half and three quarters cover with your single missile

Lesser Ray of Sickness

1st-level necromancy

Casting Time: 1 action

Range: 60 feet

Component: V, S

Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 + 1 poison damage.

Manipulation Surge:

• Also, you may use it on a recipient full of water, using it three times in the same recipient makes a poisonous solution. If the solution is ingested by a creature, said creature is considered poisoned for 10 minutes. If you cast it three more times in the same recipient, and then it is ingested by a creature, said creature is considered poisoned for an hour and takes 1d6 damage for each ability check made. The solution loses it’s magical properties if the caster loses it’s concentration.



Lesser Shield

1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell

Range: Self

Components: V, S

Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +3 bonus to AC, including against the triggering attack, and you take no damage from the spell magic missile

Manipulation Surge:

• Also, as a reaction, you can cast it in a creature of your choice that you can see within 60 feet. Said creature has a +2 bonus to AC.

Lesser Silent Image

1st-level illusion

Casting Time: 1 Action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image

Manipulation Surge:

• Also, you can make two images no larger than a 10-foot cube, or three images no larger then a 5-foot cube

Lesser Sleep

1st-level enchantment

Casting Time: 1 action Range: Touch Components: V, S Duration: 1 minute This spell sends creatures into a magical slumber. Roll 2d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell

Manipulation Surge:

• Also, if you add in a pinch of fine sand, rose petals, or a cricket between your touch and the skin of a friendly creature, you can make said creature automatically fall asleep for a minute or until you end the spell.

Lesser Thunderwave

1st-level evocation

Casting Time: 1 action

Range: Self (15-foot cube)

Components: V, S

Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet

Manipulation Surge:

• Also, you can cast the effect cube center within a range of 30 feet, as long as you use an action to throw something you are touching while casting the spell. The effect cube center is set wherever the object lands.

Lesser Witch Bolt

1st level evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 5 rounds

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. on a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you

Manipulation Surge:

• Also, if you cast Lesser Witch Bolt holding a twig from a tree that has been struck by lightning, as an action, you can change the target of the spell once per turn

Composer99
2018-01-15, 05:43 PM
I am relatively new to the game. Still, from the criticism of more experienced players over the flavor issues on the sorcerer class, i tried to take a shot at this thing. Im not sure if it might work at all and all material provided is subject to criticism and advice to serve as guidelines for future modifications

Let's have a look!



Metamagic addon

Elemental spell

Whenever you cast an elemental spell of certain type, you may spend 3 sorcerous point to change the damage type of the spell to a primal element of your choice, like fire, acid, lighting, or cold damage. Additionally, you may spend one extra sorcerous point to change the damage type of the spell to an esoteric type, like force, necrotic, poison, psychic, or radiant

Guided spell

Whenever you cast a ranged spell on a creature 10 feet from you or above covered in half or three quarter’s cover, you may spend 2 sorcerous point to ignore half or three quarters cover applied to that creature. Additionally, you may spend one extra sorcerous point to ignore complete cover of a non hidden creature within any trajectory up to the total range of the spell, essentially, you may bend the spell trajectory following in a Player’s Movement fashion considering it’s maximum range as it’s speed.


Elemental Spell seems to cost a lot of sorcery points just to change the damage type. Also, poison isn't really that esoteric.

I'd consider changing it so you spend 1 sorcery point to convert damage types to acid, cold, fire, lightning, poison, or thunder, and 2 sorcery points to convert to force, necrotic, psychic, or radiant. Something like this:


Elemental Spell (alternate title Energy Substitution, since that's the name of the old 3.5 feat)
Whenever you cast a spell that deals hit point damage, you can spend 1 sorcery point to change the damage type to your choice of acid, cold, fire, lightning, poison, or thunder damage, or 2 sorcery points to change the damage type to your choice of force, necrotic, psychic, or radiant.

Guided Spell is a bit awkwardly worded. The last part really doesn't make sense - why would the spell "trajectory" follow movement rules? As I understand it, as long as the distance between you and your target is 10 feet or more, and as long as you're making an attack roll against its AC (which is affected by cover), you can expend 2 sorcery points to ignore half or three-quarters cover, and 3 sorcery points to ignore total cover. In addition, if you spend the extra sorcery point, you have no minimum range to cover.

I'd strongly consider just re-wording it to ignore cover; something like the below. I'd also consider reducing the sorcery point cost.


Guided Spell
Whenever you make a ranged spell attack as part of casting a spell, if your target is behind cover, you can spend 1 sorcery point to ignore half or three-quarters cover, and you can spend 2 sorcery points to target a creature behind total cover as long as it isn't hidden.




Features addon

Spell Bender

At 5th level, you assimilate the power you wield and see it as a physical extension of yourself, granting you the control of the intensity and properties of your spells. You can roll a general d20 to determine the expense of this control, if you succeed, you may cast a spell with a lesser spell property at the cost of the spell level equivalent amount of sorcerous point detailed in Flexible Casting (pg 101, Player’s Handbook 5e) minus two. If you fail the roll, you spend the full price of sorcerous points on the lesser spell or spend a full spell slot on it. You can’t apply a lesser spell property on any 6th level spell or above, and you can attempt this only twice until you finish a short or long rest.

Each lesser spell is less effective than it’s equivalent normal spell properties or effects. However, you trade the unexpended power for manipulation of it’s specific properties, and, therefore, every lesser spell has a Manipulation Surge that grants flexibility on the weakened spell

This ability tries to flavor the sorcerer's spell casting with the cantrip casting flexibility

Spell Slot Level - Difficulty Class


1st - 11 (50% success)
2nd - 13 (40% success)
3rd - 16 (25% success)
4th - 18 (15% success)
5th - 20 (5% success)


Superior Casting

At 11th level, You’ve gained proficiency on the power roaring inside yourself, learning to better handle it as it feels like the very essence of your being. You may now add your proficiency bonus to your Spell Bender rolls. You can also do Spell Bender up to three times until you finish a short or long rest


Spell Bender implies writing "lesser" versions of Every. Single. Spell. of 1st through 5th level. That seems like waaaaaay too much work, and also adds a lot of moving parts to your tweak, which could lead to a bunch of problems.

Rather than going to all that effort, what I'd suggest is that the feature allows you to cast a spell of 2nd through 5th level as if it were one level lower for the purpose of spending spell slots or sorcery points, and that you can do it once per long rest when you get the feature, improving to twice per long rest at 11th level.

Alternatively, since that could be kind of borked, you could have the feature allow you to cast a spell of 1st through 4th level from its normal spell slot, only as if it were cast from a spell slot one level higher; for instance, you could cast magic missile as a 2nd-level spell but only expend a 1st-level spell slot (or equivalent sorcery points), or you could cast confusion as a 5th-level spell but only expend a 4th-level spell slot (or equivalent sorcery points). You can use this feature once per long rest, improving to twice per long rest at 11th level.

Having just suggested not going through the route of creating a "lesser" spell list, I'm not going to look at all the lesser spells, sorry to say.

meganeman
2018-01-15, 11:58 PM
you're right, thanks for the imput

meganeman
2018-01-16, 01:06 AM
update

Elemental spell

Whenever you cast a spell that deals elemental damage, you can spend 1 sorcery point to change said damage type to your choice of acid, cold, fire, lightning, poison, or thunder damage, or 2 sorcery points to change the damage type to your choice of force, necrotic, psychic, or radiant.

Guided spell

Whenever you make a ranged spell attack as part of casting a spell, if your target is behind cover, you can spend 1 sorcery point to ignore half or three-quarters cover, and you can spend 2 sorcery points to target a creature behind total cover as long as it isn't hidden.

Stored spell

Whenever you cast an area effecting spell with your spell casting focus, you can spend 1 sorcery point to store the effect of the spell inside the focus and choose to cast it as an action in your next turn. Your spell casting focus is considered the point of origin of the spell and you may throw it or place it as you please. Your throwing distance is equivalent to 20 feet + (five times your Strength modifier)

Spell Bender

At 5th level, you assimilate the power you wield and see it as a physical extension of yourself, granting you the control of the intensity and properties of your spells. You can roll a general d20 to determine the expense of this control. If you succeed, you may cast a spell at up to one higher level spending it’s usual spell slot to do it or it’s usual equivalent amount of sorcery points for that slot level. You may also choose to, instead of saving spell slots and equivalent sorcery points, apply a metamagic to that spell at half the cost rounded down. If you fail, however, you shall cast the spell at full price and at it’s usual effects, you shall also decrease both maximum and current sorcery points by the level of the cast spell, you recover the sorcery points after a long rest. You may use the Spell Bender ability once per short or long rest, at 11th level, you may use it twice per short or long rest. Spell Bender does not apply to any 5th level spells or above.

Spell Slot Level Difficulty Class
1st —————————————— 13 (40% success)
2nd —————————————— 16 (25% success)
3rd —————————————— 18 (15% success)
4th —————————————— 20 (5% success)

Superior Casting

At 11th level, You’ve gained proficiency on the power roaring inside yourself, learning to better handle it as it feels like the very essence of your being. You may now add your proficiency bonus to your Spell Bender rolls.