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Alternate Sorcerer Preview - Flame Sorcery!

Hey all!

Been working on the 4.0 version of the Alternate Sorcerer behind the scenes for a few weeks now, and I thought it'd be fun to show you one of the subclasses that's getting a major update:

FLAME SORCERY!
The subclass formerly known as the Emberheart has been reworked to focus on what everyone always wanted it to be - the ultimate fire-themed blaster!

Coupled with some amazing artwork by Campbell White, Flame Sorcery is just one of the many Sorcerer subclasses that will be receiving an update this time around.

What do you think of the new direction for Flame Sorcery? Let me know what you think in the comments below if you'd like the other elemental Sorcerer subclasses to use similar design.

As always, thank you for your support!

~laserllama

Alternate Sorcerer Preview - Flame Sorcery!

Comments

Glad you like the preview! There will be a spell compendium update with the Alt Sorcerer update.

laserllama

I know this is a preview and not the final, but I noticed the 1st level ability Emberheart gives the player access to control flames(LL). Is there an upcoming update in tandem with 4.0 sorcerer release to your spell compendium, as I don't see control flame (LL) in the most recent update to the spell compendium (Aug 31st) and the control flame listed in your complete alternate sorcerer document is the one from Xanathar's guide? Mainly curious because of the Charisma to damage of the cantrip, for a cantrip that doesn't do damage otherwise. Also noting that there is a ** next to summon elemental, I assume denoting the reason this type of sorcerer gets the spell a level early. Great work!

UnknownZephyre

I have some plans to help the Sorcerer's lack of spell versatility with the base class!

laserllama

This looks really cool, but not being able to swap spells out sucks. Like, even when you *can* swap them out, being a sorcerer with a limited number of spells known still feels terribly restrictive. I don't really see any reason for that change. (I have a merciful DM, so I'll probably be able to talk him into letting me alter the list, but still.) I've been playing a Divine Right Alt-Sorcerer for over a year now and enjoying it a lot, but I have to admit Words of Vigor feels kinda weak for its sorcery point cost (even keeping in mind that it's a bonus action). I'm curious to see what the next version of this subclass will be like.

Jeff Potato

I mistakenly thought a long rest fixed any max hit point reduction. I’ll make sure to add a line stating it resets back on a long rest.

laserllama

Huh, maybe I'm confusing it for something else then in regards to the flying speed. Sorry about that then. Will do.

Andrew Downs

I'm curious if the max HP reduction due to Consumptive Flame is permanent or is replenished on a long rest, or perhaps a Greater Restoration?

Blast-Ended Gaming

Glad you like it! The previous version (Emberheart) couldn't fly, but you can always learn the Fly spell! As for swapping spells out, I never really liked that design and only included it because it was "official" as per Tasha's Cauldron. The new PHB felt it was okay to drop, so I took that as a sign that I could drop it as well. I think you could very easily talk to your DM though about altering the Origin Spell list for your subclass. If they're open to a full homebrew class (like this one) then I think they'd be okay with that as well.

laserllama

Love the image chosen, how ya reused the old subclass name for the 1st subclass feature, and how you can use your own life force (HP) to fuel your spell. Though, I am missing the ability to fly, especially since the image show cases this. Also, could the Flame Sorcery Spells get the ability to swap out the listed spells for other fire themed spells like many of your other subclasses can now do, or would it be a power balancing issue?

Andrew Downs

That's fine too, but I would probably clarify the 'single creature' part, right now it's a bit ambiguous as to whether spending the sorcery points causes the aoe from one creature, or every creature dealt damage at the same time.

23BLUENINJA

I think I may just limit it to "once per turn". Seems like the simplest solution.

laserllama

I would probably just add 'each time you deal fire damage to one or more creatures, you can can spend sorcery points to have fire flare out from one creature you dealt damage to...' This would allow each ray of scorching ray to trigger separately, but limit it to one for an aoe. I think the scorching ray interaction is fine to allow, it's expensive to use multiple times and let's people target different areas.

23BLUENINJA

This is a good point. My gut says let them trigger it multiple times if they spend the Sorcery Points, but that might be too much if each creature is making multiple saving throws.

laserllama

How does wild fire work with aoes & multitarget spells like scorching ray? I assume it's meant to be only one creature, but can you use it multiple times? Say if I wanted to spend 6 sorcery points to cause each ray to create its own burst or have multiple people in my burning hands spell detonate

23BLUENINJA


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