

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. This font of magic, whatever its origin, fuels your spells.Īt 1st level, you know four cantrips of your choice from the sorcerer spell list. SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic.

(a) a dungeoneer's pack or (b) an explorer's pack.(a) a component pouch or (b) an arcane focus.(a) a light crossbow and 20 bolts or (b) any simple weapon.Starting EquipmentYou start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Weapons: daggers, darts, slings, quarterstaffs, light crossbows Starting ProficienciesYou are proficient with the following items, in addition to any proficiencies provided by your race or background. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Hit Points at 1st Level: 6 + your Constitution modifier Hit Points Hit Dice: 1d6 per sorcerer level This seems to be a balanced house rule, enjoy playtesting.As a sorcerer, you gain the following class features. The cost of these changes if equivalent to the benefit. Additionally, your spells will be easier to counterspell or dispel.
#UPCASTING AWAKEN 5E FULL#
Your proposal gives some added flexibility which is the same benefit as the Variant: Spell points but with the added cost of reduced damage, otherwise it does not allow you to do anything you couldn't already do with full resources. The chance of you having a higher slot to variably upcast with and not a spell or that level that would be more useful it fairly low. The likelihood of this rule coming into play is actually fairly low, in my experience players are far more likely to run out of higher slots than lower ones.

Both of them have the added benefit of giving you the extra magic of the higher slot as resources you can use later. In fact there are already two RAW methods for doing this, the Sorcerer's Flexible Casting feature and the Variant: Spell Points rule from the DMG. The Twinned Spell metamagic will also benefit from this at it costs a number of sorcery points equal to the slot level.Įffectively you are turning a higher level slot into a lower one, this should (almost) always be a net loss and should be balanced. There are no rules for this because it very rarely beneficial, except in particular circumstances such as Overchannel. What you are proposing is making the bolded portion of that quote optional. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. What you are proposing is a slight modification to the rules for casting at a higher level. What are the balance implications of allowing this "variable upcasting" option?īalanced, only a few interactions will be impacted by this. You can use a spell slot as though it's a spell slot of a lower level Thanks to user for describing my houserule in a much simpler way: Note: this option would be available to all casters, not just wizards and, perhaps to avoid being too broad, the option does not have any effect on cantrips. Regardless of what level you actually cast the spell at the spell slot you initially chose to use is expended in its entirety.
