Dungeons Dragons How To Homebrew A Sorcerer Subclass
Dungeons & Dragons How To Homebrew A Sorcerer Subclass
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Dungeons & Dragons How To Homebrew A Sorcerer Subclass
Dungeons & Dragons' sorcerer subclass can be great for homebrewers. Here are some tips on how to make a Sorcerous Origin. In the 5th edition of , subclasses let players add some flair and personality to the standard classes. They are great for homebrewers, since they let players create character options with a strong theme without making a full class progression. However, there are certain things to consider when homebrewing subclasses for different classes. Here are some tips for making a Sorcerous Origin, either for personal use or publication.
Dealing With Spellcasting
via dndbeyond.com Sorcerers have full spellcasting progress, but they have limited pool of known spells at any level. This is one of the ways this class is balanced with other full casters that don’t have sorcerer metamagic. Creators should not interfere with the spellcasting progression. Adding more spells known or more spell options can make the sorcerer class overpowered. THEGAMER VIDEO OF THE DAY
Spending Sorcery Points
via dnd5e.wikidot.com via dnd5e.wikidot.com Other than spell slots, the main resource sorcerers use is sorcery points. There is a conversion rate between the two, but it is a bad one. Sorcery points can be turned into spell slots at a steep rate, and spell slots can be turned into sorcery points equal to the spell’s level. This is intentional. The class is built so that a sorcerer that only converts their sorcery points into spell slots gains more spell uses at the cost of overall output. That means that any subclass abilities that use sorcery points should be better than their equivalent spell slot conversion. For instance, an ability that costs two sorcery points should be better than a 1st level spell, an ability that costs three sorcery points should be better than a 2nd level spell, and so on.
Adding Flight
via dndbeyond.com Not all sorcerer subclasses add flight, but enough of them do that we thought we should address how to best implement it. Flight is a powerful ability that can be potentially game-breaking at lower levels, so it should only be implemented at mid-to-late level at the earliest. In general, flight abilities can be added at 14th level if they give personal flight only or at 18th level if they give group flight or some other effect. Since sorcerers have a lot of ranged magic, flight is less important in combat for sorcerers than for, say, barbarians or monks. Creators may want to add flight only if it adds significant flavor to the subclass. They may even want to tweak the ability to fit, such as how Draconic sorcerers will tear open the backs of their clothes when they manifest wings.
Metamagic Meta
via dndbeyond.com While not part of the subclass, some creators occasionally like to add new metamagic when designing class options for the sorcerer. However, sorcerers only get four metamagic options ever. Creators designing metamagic options are faced with maintaining a delicate balance. New metamagic options have to be both unique and valuable enough to be a worthwhile choice for one of a sorcerer’s limited spots, but not overpowered. Creators should keep these guidelines in mind, and make sure they don’t make the subclass too strong or too weak at any given level. As for coming up with the flavor for the archetype, they’ll have to use their imagination for that.