D&D (2024) 2024 Player's Handbook reveal: "New Sorcerer"

lall

Explorer
If it was one of only six metamagics I wouldn’t take it. There’s not a single spell my sorcerer will take level 1-20 that benefits from it. I would go out of my way to select a spell that would benefit from it though if its cost per use was -5 SP.
 

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mellored

Legend
How do people feel about homebrewing this new Sorcerer to cast with Mana Points, and conflate that with Sorcery Points for one larger pool used for both spellcasting and metamagic and other features? Would that break this version of the class' balance?
The only issue with that is you end up spamming the same spell over and over (i.e. fireball)

With spell slots, your forced to use at least a few different ones (i.e. shield and fireball).

So maybe add something like a mana penalty for casting the same spell multiple times between short rests.

Or just run just let them spam fireball.
 

Gorck

Prince of Dorkness
How do people feel about homebrewing this new Sorcerer to cast with Mana Points, and conflate that with Sorcery Points for one larger pool used for both spellcasting and metamagic and other features? Would that break this version of the class' balance?
I sort of did that with my Constitution based Sorcerer:


You gain abilities listed in the Player’s Handbook as usual, with these abilities superseding them where noted.

Quick Build

You can make a sorcerer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

Spellcasting

1st-level sorcerer feature, which replaces Spell Slots and changes Spellcasting Ability respectively. Use the original Cantrips, Spells Known of 1st Level and Higher, and Spellcasting Focus.

Spell Points

Rather than using Spell Slots, you gain a pool of Power Points to cast from. Each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don’t require slots and therefore don’t require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

Spellcasting Ability

Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic comes from the very depths of your being. You use your Constitution modifier whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier​


Life Tap

2nd-level sorcerer feature, which replaces Font of Magic (including Sorcery Points and Flexible Casting).

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring drains your own health to continue casting after your natural talent has run out. When your Spell Point level has reached 0, or when your casting would reduce your Spell Point level below 0, you can decrease your Hit Points to make up the difference. You do so at rate of 1 Hit Point for each Spell Point required for the casting. You can reduce your Hit Points on multiple castings, but you may only reduce them by a maximum number equal to your sorcerer level, until you finish a long rest.

Metamagic

3rd-level sorcerer feature, which alters the Metamagic feature in the Player’s Handbook.

At 3rd level, you gain the Metamagic ability as listed in the Player’s Handbook. However, each Metamagic ability uses Spell Points rather than the obsolete Sorcery Points.

Tasha’s Cauldron of Everything Optional Class Feature

Magical Guidance

5rd-level sorcerer feature, which alters the Magical Guidance feature in Tasha’s Cauldron of Everything.

At 5th level, can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 Spell Point to reroll the d20, and you must use the new roll, potentially turning a failure into a success.

Spell Point Cost
Spell Level​
Point Cost​
Spell Level​
Point Cost​
1st​
2​
6th​
9​
2nd​
3​
7th​
10​
3rd​
5​
8th​
11​
4th​
6​
9th​
13​
5th​
7​

Spell Points by Level
Spell Level​
Spell Points​
Max Spell Level​
1st​
4​
1st​
2nd​
8​
1st​
3rd​
17​
2nd​
4th​
21​
2nd​
5th​
32​
3rd​
6th​
38​
3rd​
7th​
45​
4th​
8th​
52​
4th​
9th​
66​
5th​
10th​
74​
5th​
11th​
84​
6th​
12th​
85​
6th​
13th​
96​
7th​
14th​
97​
7th​
15th​
109​
8th​
16th​
110​
8th​
17th​
124​
9th​
18th​
132​
9th​
19th​
143​
9th​
20th​
153​
9th​

Although I'll obviously have to adjust this when the 2024 PHB comes out.
 
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Lord Ustur

Villager
Well, the New Sorcerer is the strongest counterspeller. The New counterspell is a con saving throw againt the caster.
The Sorcerer has con proficiency, subtle metamagic to avoid counterspell and another shenanigans also can apply heightein spell on conterspell that will apply disadvantage. Its all amazing.

The new subtle ignores material components… its incredible strong with undetectable suggestion spell. Subtle and Heightein is insane and still +1 DC (innate sorcery).

Sorcerer restouration and bloodwell vial (uncommon magical item) that increase +1 DC and attack spell and regain 5 sorcery points on a short rest. Its Insane for total +2 DC for your spells and regaining total of 10 sorcery points if you are a Sorcerer level 10 on short rest.
 
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Staffan

Legend
The only issue with that is you end up spamming the same spell over and over (i.e. fireball)
That's one reason why I like the combat system from Divinity: Original Sin so much: it is primarily cooldown-based. You cast fireball (or the equivalent), and then you can't cast fireball again for a few rounds. It means you need to mix it up a bit, and maybe make sure you cast spells that synergize with one another (e.g. lead with Fossil Strike or Impairment to both deal damage, cover targets in oil, and set up oily surfaces, and then follow up with Fireball to set fire to all that oil and dealing a whole lot of extra damage).
 

Remathilis

Legend
Well, the New Sorcerer is the strongest counterspeller. The New counterspell is a con saving throw againt the caster.
The Sorcerer has con proficiency, subtle metamagic to avoid counterspell and another shenanigans also can apply heightein spell on conterspell that will apply disadvantage. Its all amazing.

The new subtle ignores material components… its incredible strong with undetectable suggestion spell. Subtle and Heightein is insane and still +1 DC (innate sorcery).

Sorcerer restouration and bloodwell vial (uncommon magical item) that increase +1 DC and attack spell and regain 5 sorcery points on a short rest. Its Insane for total +2 DC for your spells and regaining total of 10 sorcery points if you are a Sorcerer level 10 on short rest.
Maybe that will finally stop the "jUsT mAkE iT a WiZaRd SuBcLaSs!" Debates for a while.
 

mellored

Legend
Maybe that will finally stop the "jUsT mAkE iT a WiZaRd SuBcLaSs!" Debates for a while.
While this is as different as they have ever been. I still feel like they are just trying to force the issue rather than admitting they made a mistake.

It's like if they accidentally said "I love you" to a stranger, and now are planning a wedding to avoid admitting it.
 

Remathilis

Legend
While this is as different as they have ever been. I still feel like they are just trying to force the issue rather than admitting they made a mistake.

It's like if they accidentally said "I love you" to a stranger, and now are planning a wedding to avoid admitting it.
There is no mistake. It's nice to have a class that isn't a book nerd caster. The mistake has been WotC always being gun shy when it comes to giving the sorcerer power.
 

Marandahir

Crown-Forester (he/him)
While this is as different as they have ever been. I still feel like they are just trying to force the issue rather than admitting they made a mistake.

It's like if they accidentally said "I love you" to a stranger, and now are planning a wedding to avoid admitting it.
It's the Mutant / Enhanced superhero class (but not Warrior-type; that's the Barbarian, Monk, or Artificer depending on their superpower source). This is X-MEN like Cyclops, Jean Grey, Magneto, Storm, or Jubilee. You can do a very small number of things REALLY well and you can change the way you do them (widen the eye lasers to hit a larger number of targets, redirect the power towards the ground for a soft landing, etc).

Watch X-MEN '97 – it's a great reference for how a Sorcerer plays, or at least how it ideally plays.
 

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