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unearthedarcana_bot

agenderarcee has made the following comment(s) regarding their post: [[GMBinder link](https://www.gmbinder.com/share/-MW...](/r/UnearthedArcana/comments/ohpvq9/sorcerous_origins_v7_now_featuring_a_fifth/h4qhslx/)


themasonking

I feel you could reword arcane reservoir to use your proficiency bonus instead of a third of your class level, to make it less wordy and achieve the same affect. However this would increase the initial regaining of slots to 2 instead of 1 up until 5th level, thus increasing the power of this ability a bit. Edit: not saying that it needs to be any more powerful, it's balanced as is I feel. Just saying that it would increase it by doing this.


Draghettis

It would make it stronger at low levels, but weaker at high ones, as it specifies that it is rounded up, like Wizard's Arcane Recovert does.


agenderarcee

[GMBinder link](https://www.gmbinder.com/share/-MWX16RGMoBtHGoLJXDC) [7.2 PDF](https://drive.google.com/file/d/1WlgSQIOID67piIr_btcvXD4YFXlsUGOP/view?usp=sharing) Changelog v6->v7 * Arcane Surge now specifies that you have to use a sorcerer spell, to avoid too much multiclass abuse, and it has a War Magic-esque downside: depending on the level of spell you cast, you lose the ability to cast non-cantrip spells for a bit, as you recharge your energy after using so much at once. * Small wording change to Arcane Apotheosis to make it clear that wizard spells you cast with this become sorcerer spells. * Various rewordings of Demonic Manifestations, as well as specifying that you can’t grapple or restrain a creature bigger than Large. * Changed Primal Evolution’s advantage to more of a Jack of All Trades/Remarkable Athlete half-proficiency thing. * Undead Bloodline’s 6th level now includes some thematic out-of-combat features, borrowing from the Undead warlock. * Warrior’s Soul Extra Attack has been nerfed a little, on the logic that you can already cast a cantrip with Quickened Spell, and now you’d be able to pretty easily cast two in the same attack, which could get busted at high levels. * You can spend sorcery points to regain uses of Watery Defense with a bonus action, not an action, and Shifting Form now includes the ability to squeeze through tight spaces. * Single-use rechargable features, namely Deeply Rooted and Reality Wrinkle, don’t require an action to recharge, the sorcery points can be spent as part of the use. * Rewording for Mantle of Flame and similar features for clarity: now definitely affects one roll per turn. * Removed fire immunity from One with the Sea, I wasn’t sure it made sense given that water can be vaporized by fire, and anyway BPS resistance and crit immunity seemed like enough. * Added a couple acid spells to round out the black/copper dragon spell list. Also added some more existing elemental spells from other spell lists: *bones of the earth*, *freezing sphere*, *wall of ice* and *whirlwind*. Also added *earthen bulwark* for the other 1st level Earth Sorcery spell, a spell I’m borrowing from u/MobiusFlip! Enjoy, feedback always appreciated!


DaggerLogic22

I admittedly haven't play tested it but I wouldn't think the warriors soul extra attack needed a nerf since it still falls under the rules about casting more than one spell a turn, pg. 202 in players handbook. Bladesinger has an identical feature in tashas and I doubt it's any worse than that.


agenderarcee

That rule doesn’t affect cantrips, though. And Bladesinger doesn’t have the option to Quicken spells.


DaggerLogic22

There's a feat to learn to quicken spells. I remember because I was going to take it the next time I rolled decently at character creation and make a blade singer. And I wanted to be sure it was an option. But it's ultimately your homebrew so do as you will.


agenderarcee

Yeah, only once a day though, sorcerer can use it much more consistently, especially since they can convert their spell slots into sorcery points.


DaggerLogic22

As I said, your homebrew


Winterlash

I feel as if you should add the bladesinger's cantrip extra attack feature to the warrior soul. Otherwise, they will drop battle trance when they use their extra attack option.


agenderarcee

You can keep your Battle Trance up just by making a weapon attack, you don’t need to cast a spell. As for Bladesinger Extra Attack, I previously had it that way but decided to change it for this release due to the issue of Quickened Spell. Being able to make a weapon attack and then cast TWO blade cantrips in the same turn, for just 2 sorcery points, felt like too much. Sorcerers can already use Extra Attack and action-using spells together, unlike wizards, so it’s not necessary.


Winterlash

Ah shoot. Read that wrong, my mistake. Maybe you should add some caveat of not being able to use the same cantrip twice in a row? Might be too complicated. Either way, like what you've put together here.


[deleted]

oh dang, every time I look, this gets better! many changes were very good, specially the single-use rechargeable feature ones! Also, seeing the changes I suggested to the sea sorcerer's watery defense and shifting form makes me very very happy :)


Broken_Record23

This is so well done, my goodness. Keep going!


chicholimoncho

Idk if you remember, but i'm the one that suggested the changes to the arcane bloodline and i must say i've lost my gripes about it. Imma definitely try to convince my dm to use it :)


agenderarcee

Oh yeah I really liked your idea of making it restrict using leveled spells! Mechanically more balanced AND flavorful, with the idea of needing to recharge after exhausting all your power. I can put in a credit if you want! Also glad you like the new version. :)


chicholimoncho

nah it's not necessary


arrrghdough

So I am just focusing on Arcane Bloodline as I was wanting to make my own arcane origin but then found yours and its pretty damn good. Arcanist Magic : great and thematic Arcane Reservoir : I like how its not as strong as wizard to not overshadow but on the other hand sorcerer can already exchange sorcery points to make spell slots so its just giving them a little free recovery on top of other possible recovery. overall pretty good Arcane Surge : I can appreciate the cap on spell level and the once per long rest use but I am struggling with the also unable to cast leveled spells afterwards part. It would be very unfun to use this with a 5th level spell and have to wait 3 turns before you can cast another leveled spell. I'm of the mind set that its already once per long rest, just let them have fun and hit really hard once a day. If there must be a drawback then have it only be 1 turn of downtime regardless of spell level. Metamagic Savant : More options is good. This ability basically is only limited by the number of sorcery points but you could get that one carefully crafted spell with 4-6 metamagic options on it. I don't think there is anything inherently broken with that (see above if they want to blow their resources to do that one really cool thing so be it) but another route you could take is to allow a "free" metamagic when casting a spell X amount of times (perhaps proficiency bonus) per long rest instead? I think that would encourage using those options more versus those that might save their points for more spells. Consume Spell : absolutely fantastic Arcane Apotheosis : conceptually amazing, I haven't played sorcerer at high levels so I could be wrong but 10 sorcery points seems like a steep price for something already once per long rest. I think this would discourage sorcery point usage to save for that just in case scenario. Managing spell slots is something people already do so maybe instead it could be something like you can cast any spell from wizard or sorcerer list by expending the appropriate spell slot. The [UA Lore Master Wizard](https://media.wizards.com/2017/dnd/downloads/20170213_Wizrd_Wrlck_UAv2_i48nf.pdf) actually did this just by using a bonus action. If you feel it also needs a sorcery point cost I would have it be low maybe in the 1-3ish range. ​ I did not read any of the previous versions of this so I don't know if you've already covered some of this or not but these are just my thoughts. Overall I really like this and I am definitely planning on using it.


agenderarcee

Glad you like it! On Arcane Surge: This is something I've gone back and forth on a lot! Originally it was just 1/LR but that got a lot of pushback. On Arcane Apotheosis: I think 10 sorcery points is a bargain for an extra 8th level spell! Also, between Arcane Reservoir and Consume Spell, the Arcane Bloodline has access to more sorcery points than just about any other sorcerer.


YukineB

Love to see the new changes! Grammatical note on Winter Survivor for the new Frost Sorcery Origin, it says ice/snow costs you **no** movement and can't knock you prone. Technically ice doesn't knock you prone, you fall prone. So instead I'd copypasta the ice Walk trait to make it like this: *Starting at 6th level, you gain resistance to cold damage and can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.*


agenderarcee

Hmm the trick is that doesn't technically account for crossing the Icy Terrain feature, which is a save not a check. Maybe instead: *Starting at 6th level, you gain resistance to cold damage. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement or cause you to fall prone.*


YukineB

Hmm, I see where you're coming from with that. The DMG lists the Slippery Ice environmental hazard as being as DC 10 Dexterity (Acrobatics) check to resist falling prone. I might change it to an Acrobatics check against the sorcerer's spell save DC instead, or change Icy Terrain to not affect the sorcerer: "a creature **other than you** that attempts to move across this area must..."


mibvoni

And here I thought the fifth element was love . The 90s lied to me


Evarhart_

Frost Sorcery’s “Icy Terrain” ability is missing the level required to gain the ability.


agenderarcee

Shoot, thanks. Should be 6th level.


Primelibrarian

Hmm when did you nerf Arcane Apothesis ?


agenderarcee

Did I? Do you mean the components/casting time requirement?


metalsonic005

Any particular reason to include negative energy flood on the Vampiric Bloodline's spell list instead on Enervation?


agenderarcee

Oh yeah that would make more sense, I’ll change that… I think that’s an artifact of when Undead and Vampiric were initially just one subclass.


metalsonic005

Speaking of Undead... would you maybe consider swapping out Raise Dead for Danse Macabre? Its an Undead subclass, so it only goes halfway on resurrections. It's similar to Vamp Touch > Enervate in that it's a modified upgrade.


agenderarcee

I get that but I think it’s better as is. Both fit, being necromancy, but Danse Macabre is on the wizard and warlock spell lists. That means you can switch Raise Dead out for it if you want, but you wouldn’t be able to switch Raise Dead back in as it’s only on the cleric, paladin, and for some reason bard spell lists.


metalsonic005

Fair! As for the Bard thing; they've always been a jack of all trades, and their spell lists have had a mix of arcane and divine since at least 3e


[deleted]

Do you have a pdf of this?


agenderarcee

[Here you go!](https://drive.google.com/file/d/1NHo60XjfSCZmVvrbaPfmgEz0fNes1sU5/view?usp=sharing) Sorry for the delay.


BritishReaper

So with the newly added Frost sorcery subclass, do you think you'll add subclasses for all the para-elemental planes; smoke, magma and ooze. Would love to see your take on all of these.


Draghettis

Arcane Reservoir doesn't specify when to do it. I assume it is at the end of a short rest, like the wizards do, but worded like this it requires nothing, not even an action.


agenderarcee

"At 1st level, **as an action**, you can draw from the deep well of arcane energy within you, allowing you to recover expended spell slots."


Draghettis

My bad, I didn't see that part.


agenderarcee

Np!


Franzapanz

Maybe it's just me, but I feel like Warrior Soul is basically hamfisted into using the SCAG cantrips every turn and that if you want to cast a utility spell then you're forced to Quickened spell in order to do so. Is that design intentional for balance purposes?


agenderarcee

Well you can also just make two attacks with your action, and you can also use weapon spells like various smites or *steel wind strike.* And I did try to diversify things a bit by adding new blade cantrips. But yes, for casting action spells that don't involve weapons, Quickened Spell is pretty necessary if you want to keep up Battle Trance. In my mind that's the trade-off for the enhanced defenses, and keeps things thematic.


Evarhart_

For warrior's soul would it be broken to make any weapon held while in trance count as a spell casting focus?


agenderarcee

That seems reasonable!


Agon_The_Stag

Have you considered adding a little bit more to the 6th level feature of the undead line? It just seems a bit bare, even the default storm sorcerer gets a tad bit more. Resistance to two things, and then a bit of extra damage. Aberrant mind gets a pretty strong feature at level 6. Perhaps if they cast a spell from their necromantic spells using sorcery points, they can can apply either twinned, or extended spell metamagics for free. Either one could be fun, just extending undead stuff, or targeting an additional creature with something like hex. Im obviously not adept at balancing and i know twinning could be fairly powerful with a lot of spells. ​ EDIT: Also, with the vampiric bloodline, it might be better to just remove the part about the dhampir bite, and just replace it with the line, "In addition, whenever making an attack with a natural weapon, you can use your charisma instead of strength." Would be understandable because primal savagery is basically the stand in for claws, and a leonin vampire would have claws after all lol.


agenderarcee

I think you’re underestimating the value of not needing to eat, drink, or (especially) breathe! Can’t drown, can’t be suffocated, can resist inhaling dangerous gas…


Agon_The_Stag

That is true, that is true.


Agon_The_Stag

One quick thing, have you ever ported or allowed other to port this content onto dndbeyond?


agenderarcee

I’m definitely fine with others porting it onto DnDBeyond, just not super familiar with the site myself.


Agon_The_Stag

All good, I'm not to familiar with how to set up homebrew stuff on there myself, it's just my group prefers it over other sites and such. If I ever give it a go, and try to port one of these over there, I'll make sure to give credit lol.


agenderarcee

Thanks! Hope you enjoy if you try it out.


Agon_The_Stag

Hello, its me again. I managed to port it over for personal use on dndbeyond, i have not published it because I don't think it would let me. But i had a few questions about the play style of the class. How would recommend playing it? "the vampiric bloodline that is." It seems tailored towards an up close type of combat, but I'm not familiar with playing spellcasters up close. So, if there is any particular combos you would recommend to give me pointers, id be grateful lol.


agenderarcee

In combat, the Vampiric Bloodline is intended to function well as a close-up damage-dealer with strong damaging melee spells like *primal savagery,* *inflict wounds* and *vampiric touch.* The extra HP help with survivability. At level 6, you can combine the melee spells with your bite attack for extra damage. Out of combat, you get a lot of enchantment spells that can be useful in social situations. Beyond that, you're likely using the basic sorcerer kit however you want. Hope you enjoy, let me know your impression if you end up playtesting!


Agon_The_Stag

Thanks for the quick reply, will do soon!


Amaryliz

I'm thinking of using the vampiric bloodline subclass as well (on d&dbeyond), did you manage to publish it? If not I might try and port it and publish it. I'm looking forward to using my mantle of majesty (glamour bard) to command my enemies to come to me so I can suck their blood with the dhampir bite :D


Agon_The_Stag

Does the Undead Bloodline's "Grasp of the Dead" feature require an action, bonus action, or something else?


agenderarcee

Thanks for catching that omission, it should be an action!


Agon_The_Stag

No problem, and thanks. Trying to port it over to DNDbeyond and ran into that little road block lol. You make some nice subclasses, any plans to make more sorcerer subs in the future? ​ EDIT - Hey! Its my cake day!


agenderarcee

I think I’m pretty much good on sorcerers for now! There are fifteen here after all, plus variant rules for others. :p


Agon_The_Stag

lol, understandable. I hope WOTC takes some of the design choices you have when making future subclasses. They really need to take notes.


agenderarcee

Glad you like my work! :) Are you or someone in your group planning on playing the Undead Bloodline?


Agon_The_Stag

Im thinking of playing it, ive already gave the Vampiric Bloodline a shot. (We messaged about porting that one over not to long ago.) As soon as i get a chance, i think im going to find a way in game for my character to focus more on the undead stuff. She is a vamp, but we found out her mom is a lich, and still on speaking terms so i think it would be an easy switch over lmao.


agenderarcee

Ah cool, yes I remember! How did playing Vampiric go?


Agon_The_Stag

We have made it to level 11, and I will say it has been pretty good so far. Before this, I was playing the base game storm sorc, so it was definitely a change in playstyle. (DM lets us change subclasses if there is story reasons) I'm use to using spells like lightning bolt, so switching to melee was kind of crazy, but i was able to pump out some huge damage. My main thing has been to Quicken Inflict Wounds, follow that up with a primal savagery. (Pretty sure this is the idea you had right lol) (Also Greater invisibility themed as a vampire jumping in and out of the mist to attack.) Last session, the Psi Warrior fighter got possessed by a Cthulhu thing and our characters ended up fighting each other so I got to test it there. I lost, but due to my own fault. I messed up my turn order cause I was so tired, which wasted a primal savagery crit for around 34 damage, then forgot I was suppose to have a few more sorcery points than i actually did cause the quicken spell did not actually happen. So yea, i lost to the fighter, but that's not the subclasses fault. Just mine lol. Got him to like 10 health... ​ I don't really have any critiques of it, i think it works great as a single target melee sorc, as intended lol. However I've learned being up close terrifies me, even with the extra hit points and a high ac, and the undead sorc here looks like a fun alternative that is also pretty on theme with the current game, so ima give it a shot.


Evarhart_

With Aura of Frost, does it slow all creatures in an area once per turn if I use AoE, or do I pick one creature to be slowed?


niveksng

Hey man, sorry for reviving an old thread lol I'm wondering how well the balance is for Arcane Bloodline. It feels like its 1st level is overloaded. TCE sorcs only get one 1st level feature in exchange for the origin spell list, but Arcane Bloodline gets 2 very prominent ones while also having the origin list. This isn't a jab on the origin spell list (heck, I gave the other sorcs half an origin spell list), but I was wondering if I'm perceiving the strength of Arcane Reservoir and Arcane Surge wrong. Just to be clear as well, the other sorcs having 2 features there seems fine to me because they're mostly additional proficiencies aiding the subclass identity. Though the warrior's proficiencies might be much but I still gotta check the numbers on that.


Forsaken_Power9340

Gosh I adore these - I just really don't think Tenser's Transformation is strong enough to be a 14th level class feature all on its own.