| Post/Author/DateTime | Post |
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| #1OrzelSep 05, 2014 3:55:49 | Now that the PHB is out, what would you think the proper balancing point if you were to take the 5e Sorcerer as a base, change in to a Constistution based class, and run it off of Hit Points nstead of Sorcery Points?
Would a HD increase be too much? too little? Would you need a cap of HP spent? Would you need to put a mutlitplier on The Sorcery Point to HP conversion?
Your thoughts. |
| #2Captain_KoboldSep 05, 2014 4:37:01 | The ratio of conversion of HP to Sorcery points would have to be such that a multiclass Cleric/Sorceror would lose out if converting HP to Curative spells. This would mean something like sacrificing 10 HP for each sorcery point, if not more. (Thankfully Vampiric Touch isn't on the sorceror list, or this would be much higher.) It also allows much more spellcasting over a day compared to most other classes through Hit Dice recovery, and pushes the onus of the bloodmage's ability to cast onto other characters.
Overall, I'd say a bad idea. Sacrificing points of constitution might work mechanically better but still has issues. |
| #3Raez_DaevanSep 05, 2014 5:10:23 | I think a better idea would be to have a pool of blood points based off of total HP, for instance Total HP divided by two. Then have it only replenish on a long rest, and at higher levels get so many blood points back on a short rest.
Then it would just be a matter of figuring out how many blood points to spend to use a metamagic ability. I'd also recommend creating a new subclass as the wild mage and draconic origin don't really fit. Some ideas for subclass features include getting a bonus to the effect of spending hit dice, being able to remove conditions on yourself by spending blood points and being able to turn into a pool of blood for a short time. |
| #4AlHazredSep 05, 2014 5:18:42 | I had actually given thought to a Blood Sorcerer class during the playtest when we had a sorcerer class (many moons ago!) The trick is, you get back both spent Hit Dice and Sorcery Points after a long rest, so if those become interchangeable in any way, you make the character twice as difficult to put down as a regular PC (who are already cinematically tough).
That being said, Sorcery Points (when you get them) are equal to Hit Dice, so you could probably port the mechanics over to a CON-based class, reskin spells to have more of a "body mechanics" (or Martial Technique, for you 4E-fans) flavor, and have at it. I would stay away from using actual hit points as a guideline, because then barbarian-sorcerer half-orc multiclassers might throw a monkey wrench into the works. |
| #51eejitSep 05, 2014 5:28:19 | Have you considered the obsenity that a Hill Dwarf with Tough would become? Effectively makes your d6 a d12 for HP (better than d12 if you're rolling) and you'll be getting a high Constitution score too. Mix in some levels from the d8 warlock or d10 EK and things will get nasty. |
| #6edwin_suSep 05, 2014 6:28:12 |
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| #7autolycusSep 05, 2014 6:49:32 | Gain 2 points per level of exhaustion you take on.
Standard rules to get rid of exhaustion levels. |
| #8melloredSep 05, 2014 6:50:06 | Sorcery points = sorcerer hit dice. Though with a few tweaks to prevent going full one side or the other.
Level 1: Blood Sacrifice: You can perform an 6 hour ritual on an incapacitated living creature who dies at the end of the ritual. The creature cannot be resurected expect by true resurection. You then gain the benifits of a long rest, and gain additional hit dice equal to the creatures CR. Your hit dice can excede your normal maximum by your Constitution modifier. (i.e. if you have 5 hit dice, and +3 Con, then you can have 8 hit dice). Any additional hit dice are lost durring your next long rest.
Blood Magic: You do not gain sorcery points. Anytime you would expend a sorcery point, you use sorcerer hit dice instead. Any time you would regain a sorcery point, you regain a sorcerer hit die instead. You cannot go above your normal maximum of sorcerer hit dice.
Level 6: Potent Blood: When you roll hit die, add your Charisma modifier to each result.
Level 14: Blood Sense: You can sense the presence, location, and current hit points of any living creature within 50' of you.
Level 18: Blood for Blood: As an action, you can roll any number of hit dice (including your Con mod and Potent Blood) to deal it's damage to a living creature within 50' of you. |
| #9GnarlSep 05, 2014 6:59:10 |
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| (Reply to #6)Orzel |
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| #11edwin_suSep 05, 2014 7:50:25 |
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| #12EerongalSep 05, 2014 8:38:48 |
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| #13melloredSep 05, 2014 8:36:54 |
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| #14EerongalSep 05, 2014 8:38:29 |
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| #15melloredSep 05, 2014 8:41:20 |
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| #16GnarlSep 05, 2014 8:41:45 |
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| #17DemoMonkeySep 05, 2014 8:50:08 | I would recommend:
No need to change the base characteristic from CHA to CON. CON is always good to have, you don't need to incentivize it; besides, you'll need the HP, keep reading.
No HP conversion.
Bonus: Convert 1 HD for 1 sorcery point.
Drawback: Require all spells to cost 1 HP to cast as the Blood Mage powers the spell with their own essence. (Yes, even cantrips.)
Simple is best. |
| #18EerongalSep 05, 2014 8:50:18 |
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| #19melloredSep 05, 2014 8:57:52 |
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| #20Slyck314Sep 05, 2014 9:03:22 | Have the conversion to sorcery point reduce max HPs like energy drains do now. This would bypass and healing exploits. |
| #21DemoMonkeySep 05, 2014 9:07:14 | mellored
HD are not a resource that can be replenished with Cure Wounds.
Mind you, if the party has access to so much healing that the characters never need to use their HD for healing, that's a moot point. But that's a playstyle/DM issue, not really a class design one.
You COULD replace :
"Require all spells to cost 1 HP to cast as the Blood Mage powers the spell with their own essence. (Yes, even cantrips.)"
with
"Every time the Blood Mage casts a spell of 1st level or higher, their HP Maximum is reduced by one point. This reduction wears off after a long rest."
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| #22ankiyavonSep 05, 2014 9:32:49 | One of the great things about houseruling is that you don't need to write it in such a way that it cannot be broken.
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| #23OrzelSep 05, 2014 9:40:08 | HD for sorcery points is nicer but you lose a lot of the play style. The bloodmage style is to drain your current defense for power. Burning HD doesn't put you at risk in the middle of a fight as you can't spend HD then. |
| #24DemoMonkeySep 05, 2014 9:43:33 | "Reduce your HP maximum by 5 per sorcery point until the next long rest." |
| #25melloredSep 05, 2014 9:46:44 |
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| #26the_HorcSep 05, 2014 15:14:42 | I think thematically, a better conversion for a Con-based spellcaster would be Warlock. Your patron likes to channel its power through your body in painful ways. |