| Post/Author/DateTime | Post |
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| #1DwarfLordSevenMay 20, 2015 8:14:27 | Spellfury Your innate magic is a function of your emotions. When you become angry, your body is infused with magic. You enter a state of magical attuenment, increasing the power of your spells and protecting you against those of your enemies.
While your spellfury is active: *You have on advantage on Checks and Saves against magical effects. *When you make an attack roll using a spell, you gain a bonus to the damage roll that increases as you gain levels as a sorcerer, as shown on the spellfury chart. *You have resistance to damage from spells.
Your spellfury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't made a spell attack since your last turn or taken damage from a spell since then. You can also end your spellfury early as a bonus action.
Once you have used your spellfury the number of times shown for your Sorcerer level on the spellfury chart, you must finish a long rest before you can use your spellfury again.
Spellfuries Per Day Sorcerer Level 1: 2 Sorcerer Level 3: 3 Sorcerer Level 6: 4 Sorcerer Level 12: 5 Sorcerer Level 17: 6
Spellfury Damage Sorcerer Level 1: +2 Sorcerer Level 9: +3 Sorcerer Level 16: +4
Spellfury Empowered Spell Beginning at 6th level, while your spellfury is active, whenever you expend a sorcery point to use a metamagic option, the same spell also receives the empowered spell metamagic option without you expending any additional sorcery points, even if Empowered Spell is not on the list of Metamagic Options you have selected.
Spellflight Beginning at 14th level, while your spellfury is active, the power of the magic coursing through you allows you to levitate and rain destruction down from above. You gain a fly speed equal to your current speed. If you are airborn when your spellfury ends, you fall.
Magical Retaliation Beginning at 18th level, While your spellfury is active, whenever you take damage from a creature, you may use your reaction to make a spell attack against that creature.
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| #2DwarfLordSevenMay 20, 2015 8:18:15 | Since Spellfury already gives the bonus damage, the Spellfury Empowered spell ability might be redundant, and we might do this one instead:
Spellfury Force Aura: Beginning at 6th Level, while your spellfury is active, whenever you take damage from a creature within 5 feet of you, that creature takes force damage equal to your spellfury bonus damage plus your charisma modifier. |
| #3MarandahirMay 20, 2015 8:29:34 | So basically, magical Barbarian? |
| #4DwarfLordSevenMay 20, 2015 8:54:25 | That's the idea, yeah |
| #5durntaurMay 20, 2015 10:51:39 | I love it. It follows the template of sorcerer origins making it easy to compare, the Spellfury feature is prominent throughout making a cohesive design, and it differentiates itself from the other origins.
I definitely think you should use the aura instead of the baked-in metamagic. Additionally, it might be more balanced if the aura damage occurs on a failed Dexterity check and uses the PC's reaction. This would make it fall in line with similar class mechanics like the Battlemaster's Riposte maneuver. However, given that it is force damage, I would consider adding the secondary effect of a push on failed Strength check.
Excellent design!
EDIT: as I reread the build after posting my suggestions for the aura, I realized that it conflicts with the L18 feature. I stand by my suggestion for the aura because it balances better, but it becomes almost obsoleted by the L18 feature, as is. |
| #6HermanTheWizeMay 20, 2015 10:52:54 | Like the Scorcerer version of the Battle Mage. |
| #7ThaenokMay 20, 2015 11:01:37 | This reminds me of the Simbul from the Forgotten Realms. If anyone is a berserking spellcaster, it is her. |
| #8MarandahirMay 29, 2015 17:25:45 | Honestly, I'd go one step further and call this the "Wilder" and say that you don't have to use minor components for spells, even without a focus, thus making it a Psionic subclass of Sorcerer. That's basically what the Wilder is. |