Quicked fireball plus twinned firebolt can output a lot of damage. Yes, you do have to conserve your spell slots and Sorcery Points, but a sorcerer's all-in turn can really tip the scales of combat. The general idea would be to find a couple of good reliable spell/metamagic combos, and use them as your trump cards. I've also heard suggestions that Sorcerous Origins should give free bonus spells, akin to how cleric Domains work, or that they should get more Metamagic option faster.Īll that being said, you can certainly make a kickass sorcerer if that's what you want. I'd agree that just giving sorcerers more Sorcery Points would be a solid way of bringing them in line with other casters. They can still gain extra spell slots through Flexible Casting, but it uses up the Sorcery Points they need for metamagic, and it barely outpaces the wizard's Arcane Recovery anyways. In 5e, they still learn a lot fewer spells overall, but their flexibility with preparing spells was basically made a base feature for all spellcasters. It used to be that sorcerers were basically wizards, but accepted a much lower number of spells learned in return for more spell slots and much greater versatility with their (limited) spells known. I think part of the issue is that sorcerers lost a lot of their unique mechanics in 5e's general revision of spellcasting rules. Don't get me wrong, they aren't egregiously weak, they have some really potent and unique abilities, and it's definitely possible to have fun playing a sorcerer, but I do think that, overall, they're a step or two behind wizards. Please feel free to disprove me - I would like to play sorcerer again, and it’s an extremely interesting class thematically, I just can’t move past their flaws (call me a power gamer, maybe that’s what I am).Īs far as I've seen, this is a pretty commonly held opinion. Their sorcery points drain quickly, their spells are limited, and their subclasses offer less than ive seen in any other class. In short, to me, the sorcerer seems weak. I will admit I am not the most educated on how to make sorcerers good for more than one encounter a day especially with their limited spell options and easy-to-drain resources, But I would love to hear your opinions. At this point, I think one way of buffing the sorcerer would be to make their sorcery points either double their level, or to make them recover them on a short rest (yes, their capstone does that, but it’s only a measly 4!), but doubling the cost of spell slots from sorcery points. Using just 2 of them on one metamagic option reduces your resource by 1/10! And you can even double up on the metamagics, draining your character even faster. At 20th level, they have 20 sorcery points. Yes they have charisma as a super easy spellcasting ability to multiclass with, but that’s basically their only upside. To me, all the subclass features offer comparatively little compared to the subclasses of other casters or classes in general. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at Like, the title says it all. For example, Dungeons & Dragons® is a trademark of Wizards of the Coast. This subreddit may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. This subreddit is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. For a longer list, see the Related Subreddits wiki page.BoardGameGeeks Friendly Local Game Store List.Please read the rules wiki page for a more detailed break-down of each rule. Posts must relate to Dungeons & Dragons. Any questions? Check out the Filter FAQ.Most apps include their own filtering systems.
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