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A Few Little Changes...

HalfElfSorcerer

First Post
First, changes to Wizards and Sorcerers.
1. Increase Sorcerer hit die to d6
2. Increase Wizard skill points to 4 + Int mod per level.
Reasoning: Sorcerers are not quite as weak as their more studious brethren. They never spent much time studying their magic, and spent more time on the streets. Hence they are probably a bit tougher than wizards. Hence, higher hit points. On the other hand, wizards spent lots of time training in libraries. As they mastered the arts arcane, they earned the ability to learn more readily. Hence, more skill points. This is probably unbalanced, what do y'all think?

Second, some Energy Substitution addendum:
An arcane spellcaster, when learning a spell that deals, acid, cold, electicity, fire, or sonic damage, can learn the spell dealing a different type of damage. For example, instead of learning the spell fireball, Mialee the wizard can learn the spell coldball and do cold damage instead of fire damage with the spell. To deal fire damage, Mialee would have to learn fireball as well as coldball or apply the Energy Substitution feat. Whaddaya think of this one?
 

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whatisitgoodfor

First Post
Wizards should have 0 + Int mod or maybe even -2 + Int mod skil points per level, not 4 +...

They are already the strongest class, so why make them any stronger.

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Letting spellcasters learn meta-magicked spells has always been a house rule my group has used. I don't think it is unbalancing at all.
 

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