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2016-07-18, 12:13 PM (ISO 8601)
- Join Date
- Oct 2014
- Location
- KCMO metro area
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Another Sorcerer Tweak (with a few new spells) [PEACH]
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.
Spoiler: Chaotic Knowledge Tabled% 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 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 Last edited by quinron; 2016-07-18 at 12:14 PM.
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2016-07-18, 12:17 PM (ISO 8601)
- Join Date
- Oct 2014
- Location
- KCMO metro area
- Gender
Re: Another Sorcerer Tweak (with a few new spells) [PEACH]
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.Last edited by quinron; 2016-07-18 at 12:23 PM.