J-H
2021-04-21, 12:57 PM
I'm planning to run a Baldur's Gate II adaptation after my current game ends in a year or two.
There will be some limitations around classes, patrons, etc., as well as a few other changes to Concentration and a reduction in HP gains at higher levels. The taint of the Lord of Murder overshadows any other heritage that might manifest as a Sorcerous Origin.
This is intended to be roughly balanced with the other Origins, and thoroughly in-theme with magic used to murder, assassinate, and kill.
Extra Spells Known
1 Hunter's Mark, Inflict Wounds strong consideration: Disguise Self in place of Hunter's Mark
2 Invisibility, See Invisibility strong consideration: Hold Person instead of See Invisibility
3 Nondetection, Spirit Shroud
4 Locate Creature, Phantasmal Killer
5 Dominate Person, Mislead
Level 1: Murderous Healing
When you end the life of a living creature with a spell, you regain hit points equal to your Proficiency Bonus + the level of the spell used.
Level 1: Deadly Blows
You score a critical hit on when you roll a 19 or 20 with an attack roll.
Level 1: Resist the Grave
You gain resistance to necrotic damage.
Level 6: Sorcerous assassination
Whenever you have advantage on an attack roll, or when you cast a single-target spell at a creature that is not able to perceive your location and presence, the spell does 2d6 extra damage. If it does not deal damage, the target instead has -1d4 to its saving throw against the effects of the spell.
This is too wordy and too variable. I'm trying to make a magical sneak attack.
Level 14: Perfect Getaway
Whenever you slay a living creature, you gain the benefit of the Sanctuary spell until the end of your next turn. You may gain this benefit a number of times equal to your Proficiency Bonus per long rest.
Level 14 is usually a mobility feature for Sorcerers. The ability to walk away nearly unhindered is not as powerful, but potentially more lifesaving
Level 18: With a Word
You may cast Power Word: Kill once per day without expending a spell slot.
It's a bit on the high powered side, but PWK is also not usually considered very strong. I'd rather give someone PWK than Finger of Death or Circle of Death.
There will be some limitations around classes, patrons, etc., as well as a few other changes to Concentration and a reduction in HP gains at higher levels. The taint of the Lord of Murder overshadows any other heritage that might manifest as a Sorcerous Origin.
This is intended to be roughly balanced with the other Origins, and thoroughly in-theme with magic used to murder, assassinate, and kill.
Extra Spells Known
1 Hunter's Mark, Inflict Wounds strong consideration: Disguise Self in place of Hunter's Mark
2 Invisibility, See Invisibility strong consideration: Hold Person instead of See Invisibility
3 Nondetection, Spirit Shroud
4 Locate Creature, Phantasmal Killer
5 Dominate Person, Mislead
Level 1: Murderous Healing
When you end the life of a living creature with a spell, you regain hit points equal to your Proficiency Bonus + the level of the spell used.
Level 1: Deadly Blows
You score a critical hit on when you roll a 19 or 20 with an attack roll.
Level 1: Resist the Grave
You gain resistance to necrotic damage.
Level 6: Sorcerous assassination
Whenever you have advantage on an attack roll, or when you cast a single-target spell at a creature that is not able to perceive your location and presence, the spell does 2d6 extra damage. If it does not deal damage, the target instead has -1d4 to its saving throw against the effects of the spell.
This is too wordy and too variable. I'm trying to make a magical sneak attack.
Level 14: Perfect Getaway
Whenever you slay a living creature, you gain the benefit of the Sanctuary spell until the end of your next turn. You may gain this benefit a number of times equal to your Proficiency Bonus per long rest.
Level 14 is usually a mobility feature for Sorcerers. The ability to walk away nearly unhindered is not as powerful, but potentially more lifesaving
Level 18: With a Word
You may cast Power Word: Kill once per day without expending a spell slot.
It's a bit on the high powered side, but PWK is also not usually considered very strong. I'd rather give someone PWK than Finger of Death or Circle of Death.