Saturday, 16 November 2019

the sorcerer should get a sorcery point at level 1

so the sorcerer has sorcery points at every level except 1, and doesnt really get good stuff to do with it until level 3. my game i want it to be pretty high level is level 3, so i wanted to buff the sorcerer at level 1-2, give them sorcery points and a way to use sorcery points earlier, maybe this breaks the game if youre multiclassing but i dont think so, but it is a lot of stuff to get at level 1, maybe confusing for new players, to whom i say, hey, dont play the sorcerer

Font of Magic.

You have a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
At 1st level, You have a single sorcery point, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Sorcerous Zeal.

Your body crackles with a magical energy that allows you strange boosts of skill at odd times. When you roll an ability check, you can spend 1 sorcery point to add +1d6 to the ability check, after the d20 roll is revealed but before the dungeon master announces the outcome.


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is this overpowered? you can do it once a day at level one and twice a day at level 2. or at level 2 you can get a level 1 spell slot instead for 2 sorcery points. so it kinda... builds the ramp of , hey, sorcery points, do stuff with these

at higher levels i don't expect sorcerers would use sorcerous zeal very much because it competes with metamagic and i think is less powerful than metamagic, but if they do maybe thats good, maybe youre skills more often than spells in this game and then the sorcerer gets a thing they can use in that kinda game

is it bad flavor for the sorcerer to be like a jack of all trades skills guy? does it beat the bard at the thing the bard is good at? im not sure but i think it could be good for my game, im gonna probably do something else with the bard, but i think its not better in all cases than the bard thing

fighter weapon focus

(this about 5e again)

so i wanted a thing thats more than the fighting style at level one to make the fighters seem more different than each other. ive seen a couple different approach to this - i think more likely most people would swap out the fighting style, or the battlemaster steez for this kinda stuff- but i like it stacks with fighting style, and i think swapping out the fighter's self heal for some weapon steez gives me enough space to work with, more than you get with jsut fighting style, and im playing with the essentials kit, which i like because its sort of a new basic - and essentials kit never mentions the battlemaster, so this might work in an alternate universe game where theres no battlemaster, and this 'weapon focus' ability can also round out the fighter style sidekicks in that book. ahem, 5e voice...


Weapon Focus

At first level, you can either choose a Weapon Focus or gain the Second Wind feature.  When you level up, you can choose to replace your Weapon Focus with a different Weapon Focus, or choose to swap a Weapon Focus for Second Wind, or Second Wind for a Weapon Focus.

If a Weapon focus ability calls for a saving throw, the DC for that roll is your Maneuver Save DC.

Maneuver Save Difficulty Class: 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).
Choose one of the following abilities for your Weapon Focus:

Trapper. When you hit a creature that is medium or smaller with an attack using a flail or whip, as a bonus action you can cause the target to either succeed on a Strength saving throw or be knocked prone. When attacking a target with a net, you do not take disadvantage on the attack from attacking at long range, or from making a ranged attack in close combat.

Secret Crossbow Arts.
You ignore the loading property on crossbows. You can use a bonus action to attack with a hand crossbow you are holding.

Blood Drinker.
Your attacks with daggers and darts do 1d4 additional damage. When you reduce an enemy to 0 hp with a dagger or dart attack, or with any weapon that deals slashing damage, you can immediately gain temporary hit points equal to your Constitution modifier + 1 for each level you have in this class.

Punch Through.
When you hit with a reach weapon that deals piercing damage, or with a weapon that is thrown like a javelin (including a spear, trident, or dart), you can hit a second target with the attack so long as the targets are within 5 feet of one another, and you can draw a straight line from the attacker through both targets.

Rattle Bones.
When you hit a creature with an attack using a bludgeoning weapon, that creature is rattled until the end of its next turn. (A rattled creature has a -2 penalty to its attack rolls.)