Trandir
2019-12-06, 12:10 PM
So my party is constantly getting into weird situations for stupid reasons and gets out of them with even dumber solutions.
I am playing a regular adventurer, paranoid and with some knowledge of most camps. Enough to say that if we try to blackmail the daughter of the emperor saying that we hold her baby dragon after her handmaid, which was in charge of both supervising us and babysitting the dragon, may or may not have been killed by us. A diviner would be able to find us and then the imperial army would have our heads. And other random stuff that any adventurer worth his salt would know.
That isn't fun so I am going to swap the PC since we ended our last quest.
And I will play a wild magic sorcerer.
It would begin at 4th level with Point Buy and with a magic item.
All official material is allowed as well as both UA and homebrew after permission.
I never played a sorcerer or a full caster for that matter.
Any advice?
So far I am going with Glisya tiefling with Ritual Caster (wizard) and ability scores:
Str 10
Dex 13+1
Con 14
Int 9
Wis 13
Cha 14+2+2
You can select a feat at 1st, 5th, 9th, 13th, 17th and 20th character level. Half feats lose their bonus to ability scores.
Every 2 levels you take in a class you can increase one of your ability scores by 1.
Fighters at 6th and 14th level and rogues at 10th level can increase one ability score by 2 or two by one or take a feat.
And some buffs for some classes and some nerfs for some feats that I will present if someone mentions the official version.
Magic Recycling (new feature)
From 3rd level when you cast a sorcerer spell you can regain a number of spell points equal to half, rounded up, of the sorcery points indicated in the Creating Spell Slots table. Once you used this feature you must finish a long rest before using it again. From 17th level you can use this feature twice before a long rest.
Metamagic (expanded)
You can choose an additional Metamagic option at 7th level.
4 new Metamagic options:
Deadly Spell
When you roll damage for a spell, you can spend a number of sorcery points equal to the spell’s level to roll a number of dice equal to half, rounded up, the dice rolled for damage and add the resoult to the total.
Maximize Spell
When you roll damage for a spell, you can spend a number of sorcery points equal to the spell’s level to deal maximum damage instead of rolling.
You can use Maximize Spell even if you have
already used a different Metamagic option during the casting of the spell.
Piercing Spell
When you roll damage for a spell you can spend 2 sorcery points to ignore resistance of the spell's damage.
You can use Piercing Spell even if you have already used a different Metamagic option during the casting of the spell.
Widen Spell
When you cast a spell that inflicts damage and affects an area (like fireball) you can spend 2 sorcery points to double that area.
Note: the metamagic options might be slightly changed if they allow for weird interactions. And Maximize spell is pretty broken as it is.
Optimized Creation (new feature)
From 5th level when you use Creating Spell Slot to create a spell slot of 1st level spending half, rounded up, spell points. From 7th level this feature can be used also to create 2nd level spell slots, from 11th level to create 3rd level spell slots.
Wild Magic sorcerous origin (buffs)
Channeled Chaos (new feature)
At 1st level you choose a school of magic. When you roll on the Wild Magic Surge table after casting a spell of the chosen school you can choose as target of the effect any creature withing 30 feet of you. You have do so only before knowing the resoult of the roll. If the effect rolled doesn't target you this feature has no effect. At 7th and 17th level you can choose an additional school of magic with this feature.
Additionally you learn the Chaos Bolt spell, this spell does not count against your number of spell known.
Bend Luck (changed and I guess buffed)
Bend Luck no longer requires sorcery points to be used and instead can be used a number of times equal to your Charisma modifier and all uses are regained after a long rest.
Spell Bombardment (buffed)
This feature can be used once per turn to reroll any number of dice instead of one. This doesn't work with maximize spell since you never rolled the damage.
I am playing a regular adventurer, paranoid and with some knowledge of most camps. Enough to say that if we try to blackmail the daughter of the emperor saying that we hold her baby dragon after her handmaid, which was in charge of both supervising us and babysitting the dragon, may or may not have been killed by us. A diviner would be able to find us and then the imperial army would have our heads. And other random stuff that any adventurer worth his salt would know.
That isn't fun so I am going to swap the PC since we ended our last quest.
And I will play a wild magic sorcerer.
It would begin at 4th level with Point Buy and with a magic item.
All official material is allowed as well as both UA and homebrew after permission.
I never played a sorcerer or a full caster for that matter.
Any advice?
So far I am going with Glisya tiefling with Ritual Caster (wizard) and ability scores:
Str 10
Dex 13+1
Con 14
Int 9
Wis 13
Cha 14+2+2
You can select a feat at 1st, 5th, 9th, 13th, 17th and 20th character level. Half feats lose their bonus to ability scores.
Every 2 levels you take in a class you can increase one of your ability scores by 1.
Fighters at 6th and 14th level and rogues at 10th level can increase one ability score by 2 or two by one or take a feat.
And some buffs for some classes and some nerfs for some feats that I will present if someone mentions the official version.
Magic Recycling (new feature)
From 3rd level when you cast a sorcerer spell you can regain a number of spell points equal to half, rounded up, of the sorcery points indicated in the Creating Spell Slots table. Once you used this feature you must finish a long rest before using it again. From 17th level you can use this feature twice before a long rest.
Metamagic (expanded)
You can choose an additional Metamagic option at 7th level.
4 new Metamagic options:
Deadly Spell
When you roll damage for a spell, you can spend a number of sorcery points equal to the spell’s level to roll a number of dice equal to half, rounded up, the dice rolled for damage and add the resoult to the total.
Maximize Spell
When you roll damage for a spell, you can spend a number of sorcery points equal to the spell’s level to deal maximum damage instead of rolling.
You can use Maximize Spell even if you have
already used a different Metamagic option during the casting of the spell.
Piercing Spell
When you roll damage for a spell you can spend 2 sorcery points to ignore resistance of the spell's damage.
You can use Piercing Spell even if you have already used a different Metamagic option during the casting of the spell.
Widen Spell
When you cast a spell that inflicts damage and affects an area (like fireball) you can spend 2 sorcery points to double that area.
Note: the metamagic options might be slightly changed if they allow for weird interactions. And Maximize spell is pretty broken as it is.
Optimized Creation (new feature)
From 5th level when you use Creating Spell Slot to create a spell slot of 1st level spending half, rounded up, spell points. From 7th level this feature can be used also to create 2nd level spell slots, from 11th level to create 3rd level spell slots.
Wild Magic sorcerous origin (buffs)
Channeled Chaos (new feature)
At 1st level you choose a school of magic. When you roll on the Wild Magic Surge table after casting a spell of the chosen school you can choose as target of the effect any creature withing 30 feet of you. You have do so only before knowing the resoult of the roll. If the effect rolled doesn't target you this feature has no effect. At 7th and 17th level you can choose an additional school of magic with this feature.
Additionally you learn the Chaos Bolt spell, this spell does not count against your number of spell known.
Bend Luck (changed and I guess buffed)
Bend Luck no longer requires sorcery points to be used and instead can be used a number of times equal to your Charisma modifier and all uses are regained after a long rest.
Spell Bombardment (buffed)
This feature can be used once per turn to reroll any number of dice instead of one. This doesn't work with maximize spell since you never rolled the damage.