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    Bugbear in the Playground
     
    EvilClericGuy

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    Default Sorcerer Origin Spells (As-inspired by the Aberrant Mind)

    As the title says. With the Abberant Mind sorcerer getting access to a list of bonus spells that makes it clearly stronger than any other origin, I took it upon myself to make a similar list of spell(s) for each origin we already have, to make them on par with abberant sorcerers. If your allowing abberant mind sorcerers at your table, I highly suggest also allowing these houserule addition to the exsisting origins, to make them on par with abberant minds. Anyway, with all that out of the way, I give you my Sorcerers Origin Spells

    Spoiler: Dragonic Origin Bonus Spells
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    If using this hosuerule, add the following feature to the Dragonic Sorcerer Origin as a 1st level feature:

    Draconic Spells

    You gain access to bonus spells tied to your Dragon Ancestor (as-per your Dragon Ancestor feature). At 1st, 3rd, 5th, 7th, and 9th levels, you gain the spells for your dragon ancestor of those levels as bonus spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table). The spells for each Draconic ancestor are listed below:

    Red Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Fireball, Fly
    7th: Elemental Bane, Wall of Fire
    9th: Dominate Person, Immolation

    Blue Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Fly, Lightning Bolt
    7th: Elemental Bane, Storm Sphere
    9th: Control Winds, Dominate Person

    Green Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Stinking Cloud, Fly
    7th: Blight, Elemental Bane
    9th: Cloudkill, Dominate Person

    Black Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Fly, Vampiric Touch
    7th: Elemental Bane, Vitriolic Sphere
    9th: Dominate Person, Enervation

    White Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Suggestion
    5th: Fly, Sleet Storm
    7th: Elemental Bane, Ice Storm
    9th: Cone of Cold, Dominate Person

    Gold Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Ray of Enfeeblement
    5th: Fireball, Fly
    7th: Elemental Bane, Wall of Fire
    9th: Geas, Immolation

    Silver Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Hold Person
    5th: Fly, Sleet Storm
    7th: Elemental Bane, Ice Storm
    9th: Cone of Cold, Geas

    Copper Dragon

    1st: Cause Fear, Chromatic Orb
    3rd: Dragon Breath, Melf's Acid Arrow
    5th: Fly, Slow
    7th: Elemental Bane, Vitriolic Sphere
    9th: Geas, Legend Lore

    Bronze Dragon

    1st: Chromatic Orb, Thunderwave
    3rd: Dragon Breath, Warding Wind
    5th: Fly, Lightning Bolt
    7th: Elemental Bane, Storm Sphere
    9th: Control Winds, Geas

    Brass Dragon

    1st: Chromatic Orb, Sleep
    3rd: Dragon Breath, Enhance Ability
    5th: Fireball, Fly
    7th: Elemental Bane, Wall of Fire
    9th: Geas, Skill Empowerment


    Spoiler: Wild Magic Origin Spells
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    If using this houserule, add the following feature to the Wild Magic Sorcerer Origin as a 1st level feature:

    Chaotic Spells

    You gain access to bonus spells that allow you to harness and exploit the primal chaos of the multiverse. At 1st, 3rd, 5th, 7th, and 9th levels, you gain the chaotic spells for those levels as bonus spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table) The chaotic spells you gain are listed below:

    1st: Chaos Bolt, Color Spray
    3rd: Enlarge/Reduce, Mirror Image
    5th: Blink, Haste
    7th: Polymorph, Dimension Door
    9th: Animate Objects, Mislead


    Spoiler: Divine Soul Origin Spells
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    If using this houserule, add the following feature to the Divine Soul Sorcerer Origin as a 1st level feature:

    Affinity Spells

    You gain access to bonus spells that draw on the power of your divine magic affinity (as-per your Divine Magic feature). At 1st, 3rd, 5th, 7th, and 9th levels, you gain the spells for your affinity of those levels as bonus spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table). The spells for each affinity are listed below:

    Good Affinity

    1st: Guiding Bolt, Healing Word
    3rd: Aid, Prayer of Healing
    5th: Mass Healing Word, Revivify
    7th: Aura of Purity, Death Ward
    9th: Flame Strike, Raise Dead

    Evil Affinity

    1st: Armor of Agathys, Corpse Dance*
    3rd: Desecrate*, Hellish Rebuke
    5th: Animate Dead, Circle of Consumption*
    7th: Shadow of Moil, Summon Greater Demon
    9th: Infernal Calling, Negative Energy Flood

    * (This indicates a new spell, found under the New Spells spoiler tag in the Shadow Magic Origin spoiler tag)

    Law Affinity

    1st: Command, Shield of Faith
    3rd: Hold Person, Warding Bond
    5th: Counterspell, Dispel Magic
    7th: Guardian of Faith, Otilukeís Resilient Sphere
    9th: Geas, Hold Monster

    Chaos Affinity

    1st: Chaos Bolt, Disguise Self
    3rd: Alter Self, Crown of Madness
    5th: Blink, Haste
    7th: Confusion, Polymorph
    9th: Animate Objects, Mislead

    Spoiler: Alternate 6th level origin features
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    The Divine Soulís 6th level feature is focused on healing and, as a result, it does not mesh well with the spell lists of affinities outside of the good affinity. Thus, if using this houserule, you can trade the normal 6th level feature of the Divine Soul origin for the Affinity Feature for your chosen Affinity, as outlined below:

    Spoiler: Evil Affinity Feature
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    Undead Lord

    At 6th level, you learn how to exert your divine authority over the undead, allowing you to raise and control more minions than other spellcasters. When you cast Animate Dead, you can spend any number of sorcery points, to a maximum of 1 point, to have it raise or reassert control over 2 additional skeletons or zombies for each point spent. At levels 7, 9, 11, 13, and 15, you increase the maximum number of sorcery points you can spend with this feature by 1, to a maximum of 6 points at 15th level.


    Spoiler: Law Affinity Feature
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    Rejuvenating Denial

    Starting at 6th level, you learn how to rejuvenate your reserves of divine power by drawing magic from spells you counter and sispell. When you successfully counter a spell of 5th level or lower with Counterspell or end the effect of a 5th level or lower spell effect with Dispel Magic, you can regain sorcery points as if you had expended a spell slot of the countered or dispelled spellís level with your Font of Magic feature. Once you do this, you cannot do so again until you finish a short or long rest.


    Spoiler: Chaos Affinity Feature
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    Chaotic Casting

    Starting at 6th level, you can harness the primal chaos of existence to empower you divine magic. When you cast a spell that offers a saving throw(s), you can roll on the Wild Magic Surgr fable (as-per the Wild Magic Sorcererous Origin) as a bonus action; if you do, that spellís targets have disadvantages on all saving throws they make against it. You can use this feature twice, and regain all spent uses when you finish a short or long rest.


    Spoiler: Shadow Magic Origin Spells
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    If using this houserule, add the following feature to the Shadow Magic Sorcerer Origin as a 1st level feature:

    Fell Arcana Spells

    You gain access to bonus spells that allow you to harness the fell energies swelling within you. At 1st, 3rd, 5th, 7th, and 9th levels, you gain the fell arcana spells for those levels as spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table) The fell arcana spells you gain are listed below:

    1st: Corpse Dance*, Inflict Wounds
    3rd: Desecrate*, Shadow Blade
    5th: Animate Dead, Circle of Consumption*
    7th: Evardís Black Tentacles, Shadow of Moil
    9th: Enervation, Negative Energy Flood

    * (Indicates a new spell, detailed under the new spells spoiler tag below)

    Spoiler: New Spells
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    The spell Desecrate is added to the Cleric and Warlock spell lists, and to the Paladin spell list for Paladins who gain the Oathbreaker Sacred Oath option. The spell Corpse Dance is added to the Wizard and Warlock spell lists, and to the Paladin spell list for Paladins who gain the Oathbreaker Sacred Oath option. The spell Circle of Consumption is added to the Cleric, Warlock, and Wizard spell lists.

    Corpse Dance
    1st-level Necromancy
    Casting Time: 1 action
    Range: 30ft
    Components: V, S, M (A pinch of grave dirt and a small token from a corpse, such as a severed finger or the knucklebone of a skeleton)
    Duration: Concentration, up to 1 hour

    When you cast this spell, you raise an undead creature from a single corpse you can see within 30ft. The undead creature you create can be any type of undead (including an incorporeal undead), as long as itís CR doesnít exceed this spell's level divided by 4. The undead remains reanimated for 1 hour, or until you dismiss it with a bonus action (whichever comes first). When an undead you create with this feature dies or is dismissed, it crumbles to dust or discorporates, leaving it unable to be reanimated again if it was corporeal. The undead you create with this feature cannot create spawn or other undead.

    You can command these undead to move freely (no action required), but to have them take an action of any kind you must command them to do so with a bonus action. You can command any other undead under your control with this same bonus action. These undead always act immediately after your initiative in combat. If you lose concentration on this spell, the raised undead is not destroyed or dismissed; it instead immediately becomes uncontrolled and hostile to all living creatures (including yourself), and will immediately start attacking the closest living creature.

    At higher levels. When you cast this spell in a slot of 2nd level or higher, you increase the CR of undead you can create to the level of that slot divided by 4.

    Desecrate
    2nd-level Necromancy
    Casting Time: 1 minute
    Range: 20 ft radius spread, centered on you.
    Components: V, S, M (A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.)
    Duration: 1 hour

    You perform a vile ritual that taints a 20 ft radius area, causing reanimation spells cast there to be bolstered in power. When you cast a necromancy spell of at least 3rd level that creates undead (Such as Animate Dead or Create Undead) within this spread during this spellís duration, that spell gains the following additional effects:

    • The undead this spell creates add your spellcasting class level to their hit point maximums, if they would not already. If you have more than one spellcasting class, you choose which spellcasting class' level they add to their hit point maximums when you cast this spell.
    • The Undead this spell creates add your Proficiency bonus to their weapon damage rolls, if they would not already.

    Circle of Consumption
    3rd-level Necromancy
    Casting Time: 1 action
    Range: personal
    Components: V, S
    Duration: Instantaneous

    You create a circle of necrotic energy beneath your feet that consumes the life essence of the living to heal the dead. when you do this, all living creatures other than yourself in a 20ft radius sphere around you must make a Fortitude saving throw. On a failed save, they take 6d4 necrotic damage. On a successful save, they take half as much damage. Regardless of whether they pass or fail their save, all undead creatures in the sphere regain hit points equal to half the amount of necrotic damage dealt.

    At Higher levels. when you cast this spell in a spell slot of 4th level or higher, you increase the damage it does by 2d4 for each level above 3rd that slot possesses.


    Spoiler: Storm Sorcery Origin Spells
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    If using this houserule, add the following feature to the Storm Sorcery Sorcerer Origin as a 1st level feature:

    Tempestuous Spells

    You gain access to bonus spells that allow you to harness the primal power of wind, rain, thunder, and lightning. At 1st, 3rd, 5th, 7th, and 9th levels, you gain the tempestuous spells for those levels as spells known. For you, these spells count as Sorcerer spells, and do not count against your maximum number of spells known (as per-the spells known column of the Sorcerer table). The tempestuous spells you gain are listed below:

    1st: Fog Cloud, Thunderwave
    3rd: Gust of Wind, Warding Wind
    5th: Call Lightning, Thunder Step
    7th: Elemental Bane, Storm Sphere
    9th: Control Winds, Wrath of Nature
    Last edited by Giegue; 2019-09-17 at 01:04 PM.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Mine started at a dinner party in the BBEG's estate.

  2. - Top - End - #2
    Dwarf in the Playground
     
    thisdude9001's Avatar

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    Default Re: Sorcerer Origin Spells (As-inspired by the Aberrant Mind)

    Love it. Really wish this was in the game in the first place since 5e came out.
    My limited homebrew experience
    oh hey didn't see you there

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    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Sorcerer Origin Spells (As-inspired by the Aberrant Mind)

    Thanks! I edited the spell lists a bit, to make them a bit more viable while also staying on theme. Mainly the Divine Soul and Wild Magic spell lists have been altered a fair bit. I swapped out slow for haste on the Wild Magic list to make it a more tempting pick as a origin due to being fairly unpopular due to the risk it carries. I also altered the Divine Soul affinity spell lists to now all get some baseline healing spells (Healing Word, Prayer of Healing, Mass Healing Word, and Death Ward) along with a handful of "on-theme" spells for the alignments, to go with the 6th level healing focused feature of the divine soul and cement it as the "healer sorc" subclass.

    Good affinity doubles down on healing while also adding in a small handful of "holy radiance" type attack spells in the form of Guiding Bolt and Flame Strike. Evil affinity meanwhile adds minion-mastery to its healing suite, picking up spells to both raise and empower undead, and summon fiends to do their bidding. Law affinity pairs its healing with spells focused on halting, containing, and controlling both creatures and magic (in the form of counterspell), while the chaos affinity pairs its healing with some spells that are simmilar to the chaotic spells of the wild magic sorcerer, as well as a few picks of its own (mainly, confusion) Finally, Shadow's fell arcana spells have been updated to include the new level 1 temporary undead animation spell that evil affinity divine souls also get, and now has been given inflict wounds instead of false life (so they can have a "free" 1st level attack spell) shadow blade instead of blindness/deafness at 2nd level, since desecrate now becomes a useful spell for them when they get it at 2nd due to the new custom 1st level spell they get. Anyway, more comments on this are always welcome!
    Last edited by Giegue; 2019-09-16 at 07:34 PM.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Mine started at a dinner party in the BBEG's estate.

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    Ogre in the Playground
     
    Edge's Avatar

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    Default Re: Sorcerer Origin Spells (As-inspired by the Aberrant Mind)

    I'd say the Divine Soul lists are far too heavy on healing. A sorcerer origin shouldn't shoehorn you into that. If you want to be a healer, you can pick up the relevant spells from the cleric list already. It also makes the alignment lists far too similar. I'd either replace the healing spells from the lists completely, only leave some of them on the Good list, or take another approach completely and let Divine Souls pick a cleric domain and gain its domain spells.

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    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Sorcerer Origin Spells (As-inspired by the Aberrant Mind)

    The 6th level feature of the subclass already forces them into healing, so thats kind of why I went the route I did. If your not taking some healing on a divine soul, then the 6th level feature becomes dead weight, hence why I decided to give them healing instead of forcing them to spend precious known spells on it. However, if you really think its that much of an issue I can go back to the original divine soul lists, which instead had the only consistent spells between them being spirit guardians and spiritual weapon, which are enough to make each list feel "divine" (which was kind of a goal) but not enough to shoehorn them into a specific role since those spells are just generally good and can work on a number of builds, since pretty much any build would enjoy having that combo, healer, offensive, or otherwise.

    Conversly, an easy way to fix the issue with divine souls is to basicly have another houserule that swaps the 6th level feature for a different one based on affinity choice, which could be an interesting way to fix the problem (I.E. good affinity keeps the heal boost feature, while evil feature say gets to spend sorcery points to allow animate dead to raise more undead with a single cast, lawful gets to twice per short or long rest channel divinity to increase the save DC of one of its affinity spells by 2, and Chaos affinity maybe gets to once per short or long rest roll on the wild magic table to give a creature disadvantage on a saving throw it makes against any spell it casts, not just affinity spells.)
    Last edited by Giegue; 2019-09-16 at 07:43 PM.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Mine started at a dinner party in the BBEG's estate.

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    Ogre in the Playground
     
    Edge's Avatar

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    Default Re: Sorcerer Origin Spells (As-inspired by the Aberrant Mind)

    Quote Originally Posted by Giegue View Post
    The 6th level feature of the subclass already forces them into healing, so thats kind of why I went the route I did. If your not taking some healing on a divine soul, then the 6th level feature becomes dead weight, hence why I decided to give them healing instead of forcing them to spend precious known spells on it. However, if you really think its that much of an issue I can go back to the original divine soul lists, which instead had the only consistent spells between them being spirit guardians and spiritual weapon, which are enough to make each list feel "divine" (which was kind of a goal) but not enough to shoehorn them into a specific role since those spells are just generally good and can work on a number of builds, since pretty much any build would enjoy having that combo, healer, offensive, or otherwise.
    Empowered Healing really only becomes dead weight if you have no healers in the party at all. And given how 5e combat and death works, a Divine Soul could get plenty of mileage out of it themselves with just healing word and prayer of healing. I can understand the concern, though, and the alternate features you suggest look like interesting replacements!

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