Elemental Sorcerous Origins

Post/Author/DateTimePost
#1

whatisaman

Jun 07, 2015 6:01:11

New sorcererous origins (Flame and Winter), plus a revised Storm sorcerer.

 

Obviously, I used the Storm sorcerer as a template to create these two. Thought about making an earth/acid-based one, but decided against it. 

#2

FactOfFiction

Jun 07, 2015 23:51:12

I see no reason why the Heart of Fire should last 1d4 rounds, unless it is only the visual and not the damage. Burning Magic is also too strong of an effect for no save/no attack roll minor action - it should either be able to be extinguished by the target sacraficing its movement for that purpose or it should allow for a dex save. Optionaly it can start at 1 damage and increase to 1d8 over the course of the sorcerer's carrier. The disadvantage aspect of Fiery soul should also work only when wearing no armor to avoid 1 or 2 level dips into fighter or paladin for full plate + shield + defensive style although it's probably not a huge deal since it either requires a feat or starting with the martial class and happens only at lvl 20 when immunity to physical attacks is hardly broken (moon druids say hi).

#3

whatisaman

Jun 08, 2015 3:16:09

The 1d4 rounds was from an earlier version of the feature. Somehow snuck in there. Editted out.

 

Burning Magic doesn't allow for a saving throw, but the fire can be doused as an action. 

 

Fiery Soul is basically permenant blur. Doesn't seem more powerful than a permenant fly speed in my mind, though I might be wrong.

#4

FactOfFiction

Jun 08, 2015 4:09:53

Yes, burning magic can be doused as an action, but that makes the feature close to "one target takes 1d8 fire damage and looses its next round". At higher level 1d8 damage for a few turn is not such a death sentence so the monster can choose to ignore it, but at the first few levels it quickly burns through its hit points.

The difference between fly and blur is that at lvl 18 most enemies (except the poor old Tarrasque) have either a ranged attack or a fly speed of their own so being able to fly at will is not such a great tactical advantage. Fiery Soul on the other hand works amazingly well with a character who can optimise their AC. To be honest - I'm not really sure about this one. I would still make it 1/day with 1 hour duration though. 
 

#5

whatisaman

Jun 08, 2015 6:40:05

I understand what you're saying when it comes to Burning Magic. 1d8 is a lot of damage at low levels. I copied the rules text from the fire elemental's burn, just scaled it down, but perhaps I didn't scale it enough. 1d6 might be better, but both dice can result in relatively high numbers (and are just as likely to roll low as well). I could add an initial DC to resist the burn effect to help counteract it, or scale it down to 1d4 at 1st level, improving with level advancement:

 

BURNING MAGIC (Alternative 1)

At 1st level, you are attuned to elemental fire magic. Whenever you cast a spell other than a cantrip during your turn, you can use your bonus action to burn one creature within 30 feet of you. That target must make a Dexterity saving throw against your spell save DC. On a failed save, your target ignites in flame. Until it takes an action to douse the fire, a creature that is burning takes 1d10 fire damage at the start of each of its turns. 

 

BURNING MAGIC (Alternative 2)
At 1st level, you are attuned to elemental fire magic. Whenever you cast a spell other than a cantrip during your turn, you can choose one creature within 30 feet of you. As a bonus action, you can cause that creature to ignite in flame. Until it takes an action to douse the fire, a creature that is burning takes 1d4 fire damage at the start of each of its turns. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

 

Now, as for Fiery Soul--it comes online at 18th level, the same level that a wizard gets Spell Mastery. So, an at-will blur doesn't seem unreasonable--though, the wizard has to use up his concentration, and the effect can be dispeled. Then again, the wizard gets two at-will spells, whereas the Flame sorcerer gets just the one effect. Again, it doesn't seem that bad to me, but I could still be wrong...

 

Thanks for the feedback in any case.