Sorcery guide part2

Post/Author/DateTimePost
#1

QwertyAzerty

Mar 24, 2015 6:54:28

Both sorcerer guide already made are pretty good and i agree with most of what they present. If I was to rewrite it I would probably say the pretty much the same thing that they are saying. Instead I'll talk about the new EE options and magical item build.

 

Golden best thing ever you want it, no but about it just take it.
Skyblue very useful, you definitively want it

dark blue Very good, try your best to get it

Black neutral, not bad but not good, take it if nothing else

Purple Bad, if you really want it for your concept your still viable, but be warn this is not a good idea

Red Worst choice ever, really if you take this your character might not even be viable, you don't want it, you might want to reconsider your concept because this concept might stay in town and never leave the safety of the civilizaton.

 

New EE race:

Aarakocra (black for dragon sorcerer who expect to reach level 14+ and red if you start at level 14+):

Show
The stat (+2Dex/+1wis) are not that usefull to sorcerer, missing there most important Charisma stat. Dex is interesting for AC, initiative and dex save, but the lack of Charisma will really hurt you.

The speed of 25ft can make it more difficult to position yourself where you need to be, but this is canceled out with your flying capability in many circumstance.

Flight: Flying speed of 50 ft, make this an awessome race and this is the main reason why this race is banned from Adventure league. This feture go down to darkblue if you play a dragon sorcerer and expect to reach level 14 since at level 14 you gain dragon wing to fly, and if you start at level 14 then you cannot benefit from this feature. As mention by Mellored and Kalani, be carefull of any effect bringing your flight speed to 0 or prone effect since they can be very dangerous to flying creature.

Talons: profiency with unarmed strike dealing 1d4+str/dex on a hit. you already have profiency with daggers and you shouldn't be in melee often, especially if you can fly far from melee range and cast spell from the air.

#2

QwertyAzerty

Jun 05, 2015 6:41:30

Spell:

Cantrips (0 Level)
Create bonfire (conjuration): concentration to deal little damage in a 5ft square. instead of Melf Minute meteor or instead of Haste or instead of Greater invisibility, instead of hold Monster you will create a small fire? Could become slightly better if you have a grappling group to carry the target over the bonfire, but better spell exist.

Control flames (transmutation): Prestidigitation/minor illusion with fire

Frostbite (evocation): 1d6 and disanvantage on target next weapon (natural weapon count as weapon) attack. If you go cold dragon sorcerer this can be interesting, choose this OR Ray of frost,

Gust (transmutation): a mix between mage hand, prestidigitation. The strenght VS push 5ft can be usefull, but might as well ask the barbarian to grab the target and move it himself.

Mold earth (transmutation): Prestidigitation/minor illusion with earth

Shape water (transmutation): Prestidigitation/minor illusion with water

Thunderclap (evocation): An alarm system warning all the ennemies withing 100 feet of you to deal 1d6 in a 5ft AoE damage in close combat (where you shouldn't be) that is not affected by your dragon origin.

 

1st Level
Catapult (transmutation) Throw a 5 pound object and deal 3d8 bludgeoning damage. can be interesting for concept, but dragon sorcerer do not benefit from this, 5 pound limit a lot of cool thing that can be done (cannot catapult the halfling inside the ennemy castle)

Ice knife (conjuration): 1d10 (not affected by dragon sorcerer) then dex save for a 5ft 2d6 Aoe. this spell will help the cold dragon to be slightly more viable, but still weaker then a fire dragon sorcerer who possess better spell. You can twin this spell since it only have one target (the target for the 1d10 bludgeoning) so you could technically affect 2 creature with 1d10, then affect them with 4d6 (2 burst of 2d6 each). When you cast it at higher level both 2d6 would increase by 1d6 increasing the damage on the creature in the overlapping section.

Earth tremor (evocation): 1d6 bludgeoning and knocked target prone? decent, but no interaction with dragon sorcerers.


2nd Level
Aganazzar’s scorcher (evocation): 30ft line dealing 3d8 fire damage or you can burning hand a 15ft cone for 4d6 or you can scorching ray for 3 ray of 2d6 each. unless you often fight in narrow tunnel and ennemy often line up, you will be better served  by scorching ray or even burning hand.

Dust devil (conjuration): an other concentration spell, preventing you to use hold person, haste, enlarge/reduce etc... deal 1d8 bludgeoning damage (not affecting your dragon sorcerer) in a 5ft square and MIGHT cause heavy obscures for people inside the spell. So your friend can hide and take damage or the ennemy can take damage and be hidden.

Earthbind (transmutation) strenght check to remove the flying speed of a creature. useless against dragon since they have a strenght save bonus higher then your spell DC, require your concentration so no haste, no greater invisibility etc... If you really need this go get a scroll.

Maximilian’s earthen grasp (transmutation): strenght check to restrain and deal 2d6 bludgeoning damage or Wisdom save to paralyze and cause your ally to automatically crit the target with hold person? yes this spell coul dbe an alternative to hold person if you're fighting many creature with high wisdom  or non humanoid creature.

 

Pyrotechnics (transmutation): require a flamme to be used, but with firebolt able to ignite it should be fairly easy. Then can blind in a AoE of 10ft for 1 round (compare to blindness/deafness which blind a single target for 1 minutes with a save every round) or mimic fog cloud (spell level 1) AND DO NOT USE CONCENTRATION.


Snilloc’s snowball swarm (evocation)  deal 3d6 damage in a 5ft radius with a 2nd level spell or cause 1d10 on a single target+2d6 in a 5ft radius (3d6 is upgraded to a spell level 2) with Ice Knife.


Warding wind (evocation): Concentration: Protection agains vapor/gas, cause disavantage to ranged attack, difficult terrain for everyone except you, and deafen everyone including you withing 10ft radius of you. For for melee sorcerer and/or eldritch knight this could be better. But for a range spellcaster, probably near the other squishy of the group, causing the sorcerer, the cleric and the archer to become deaf is very punitive. Then the archer is force to maneuver around you to shoot his arrow or he gain disavantage (but yes you can protect the weaker party member from arrows and from gas/cloud/vapors etc...) and this is an other concentration spell that will compete against Haste, Greater Invisibility, Hold mosnter etc... could be interesting at low level, but I would definitively talk to my party to make sure they understand the spell and are able to work it it and have a clear plan of battle before the fight since communnication while the spell is up will be tricky (sign language, telepathy etc...)


3rd Level
Erupting earth (transmutation): but only for Fire sorcerer 20ft cube dealing 3d12+1d12 (19.5) and make the terrain difficult terrain until cleared. at least it's not a concentration spell I guess? I also assume a typo in the PDF that the spell gain extra damage dice only if you cast it with a spell level 4 or greater (otherwise this spell is the only one worded that way, and the spell would become golden since it's damage will be way too high. Be carefull with the difficult terrain, since it might impair the melee fighter in your team, or your escape route if you are suppose to walk over it to escape the dungeon. At the DM discretion this difficult terrain could be non-magical or can me magical (untill we receive a official ruling), since Erupting Earth is a transmutation spell, so it didn't create new earth, it simply moved the already existing earth. Then you cannot dispell the difficult terrain, the only way to "fix" it is manual labor.

Flame arrows (transmutation): Concentration spell, and give your archer friend 12 arrow dealing an extra 1d6 (+cha modifier if your a fire dragon). shoudn't it be better to cast Haste on the barbarian and allow him to deal an extra 2d6+barbarian strenght instead? This would be a greate spell for a magical item crafter to craft a quiver transforming 12 arrow per day into flamming arrow? or if your party lack that strong hitter that can benefit fro Haste, then this is a good alternative on the archer... if you have an archer

Melf’s minute meteors (evocation): take your bonus action do deal 2d6+CHa twice for 3 round... or you can Haste your ally or you can greater invisibility, or you can hold person etc... and with a limited amount of spell known you better learn the one you'll use the most often. This is not a bad spell, it's pretty decent, but if you take it usefulness is conditional on if how many combat concentration you want to take.


Wall of water (evocation): cause disavantage against range attack, halved fire damage if the fire exist before the wall (so a fireball center inside the wall do full damage, but a fireball centered outside the wall deal halve damage inside. and the wall is vulnerable to cold spell and require concentration. Or you can cast fog cloud, cause disavantage against all ennemies attack but you can walk in and out of the fog. yes fog cloud do not protect against fireball, but if the ennemy really want to target you he can center the spell inside teh wall of water anyway. Considering you got very limited amount of spell know, limited to 1 concentration spell at a time, I wish I could go higher, but I can't explain why I would cast this instead of fog cloud or Hold person.


4th Level
Storm sphere (evocation): for lightning sorcererConcentration so again competing against Melf minute Meteor, Haste, Hold person etc..., dealing 2d6 bludgeoning damage (not affected by your draogn origin) then require a bonus action to deal an extra 4d6 (+cha if lightning dragon) to one target per round. Should replace melf minute meteor for lightning dragon, but still this spell usefullness is dependant on how many combat concentration spell you know.

Vitriolic sphere (evocation): Become golden for acid dragon sorcerer since this is there Fireball spell. The damage is distributed on 2 round instead of front loaded, but at least now acid dragon got 3 acid spell???

Watery sphere (conjuration): an other concentration spell, competing against Storm Sphere, Melf minute Meteor, haste, greater invisibility, hold person etc... This spell restrained target, very similar to the druid spell entangle (spell level 1) Yes this spell allow you to move that creature, so similar to telekenisis (spell elvel 5) except you cannot bring the target 60ft in the air to make them take falling damage and extinguish nomral flamme (like prestidigitation (cantrip) can do. This spell become purple for fire sorcerer since many DM rule that fire spell cannot affect target in water or deal reduce damage)


5th Level
Control winds (transmutation): they took. Gust,  Gust of wind, jump, feather fall and combine them together and put it as a spell level 5?


Immolation (evocation): dex save, for 7d6 fire damage, then 3d6 at the end of turn on additional failed save. Technically you might wish for 10d6? maybe 13d6 if your lucky, or you could have cast fireball to deal 10d6 on the first round. Immolation become better then fireball on the 3rd turn, and Immolation do not scale up if you cast it with higher spell slots. If you need to make the body disapear (to avoid raise dead) you can simply chop the vital organ and bury the body or throw the body in the wilderness and the wolf/dire wolf will take care of destroying the remains.


6th Level
All investiture require concentration so compete against your other combat concentration spell (greater invisibility, hold person, haste Melf Minute Meteor etc...) Then becasue this is a sorcerer build and you ahve limited spell known, taking a spell that only give you protection to set elements is not very versastile compare to protection versus energy that give you resistance against the needed energy.

Investiture of flame (transmutation): you become a torch yourself immune to fire and resistane to cold, deal 1d10 damage to creature around you and gain an action do deal 4d8 damage in a 30ft line. or you could cast a cantrip light on your shirt to illuminate, cast firebolt to deal 3d10 damage (or aganazzar scorcher (spell level 1) to do the similar thing. and how many time are you in melee combat with a sorcerer? So basically you gain fire immune and cold resistance.

Investiture of ice (transmutation): terrain around you is difficult terrain, but it's only 10 feet, but might still help to prevent ennemy to reach you. you can ignore difficult terrain caused by ice, and you gain a 15ft cone to deal 4d6 damage very similar to burning hand (spell level 1)


Investiture of stone (transmutation): Gain resistance to bludgeoning, piercing and slashing non magical damage. By the time you reach spell level 6 many creatures you will fight (and will cause enought treath to make you use a spell level 6) will cause magical damage (even their natural weapon will be considered magical) and even against non magical creature, it's still only an extended duplication of one of a bad cantrip: Blade ward. Plus you can make nearby creature drop prone, similar on how Earth tremor (spell level 1) work but without damage?, able to move throught solid rock , this is nice, but it's only for you, you cannot bring your party member with you so it's usefull to run away or hide, (so does greater invisibility spell level 4). So spell is a improved cantrip (blade ward) a continues weaker spell level 1 (Earth tremor) and a gimp version of greater invisibility or a way to run away and leave your party behind.

Investiture of wind (transmutation): ranged weapon attack made with disavantage (so does greater invisibility, but greater invisibility also affect ALL attack, not just ranged) the flyinf speed is good, but dragon sorcerer gain wing at level 14 and you can cast a spell level 3 to gain fly and share it with other players. and a 15ft cone to deal 2d10 damage (once again weaker then burning hand) This also do not affect dragon sorcerer elements.


8th Level
Abi-Dalzim’s horrid wilting (necromancy): 30ft radiu Aoe doing 10d8 (45) necrotic damage extra effective against plant and water elemental and useless agaisnt construct and Undead. Or you can sunburst for 12d6 (42) and blind the target for 1 minute. Fire dragon do not benefit from necrotic damage, but add there Charisma modifier to fire spell (making sunburst deal an average of 47 damage. This spell will go up to darkblue if you fight many plant and water elemental.

#3

QwertyAzerty

Mar 25, 2015 12:08:21

Magical Item:

 

I know you technically as a player you cannot choose yor magical and they are usually predetermined in the module, or given by the DM.

 

But for Adventure league player who are limited in their abilities to get a new item, since if they have more item then cannto roll on the next item. So the player who take 3 items that are not very usefull for him, have less change to get the good item from the next module, even if that item is the Best In Slot (BIS) but the other player of the group only have 2 items.

 

Then in homegame, sometime DM allow you to buy/choose an item of your choice.

 

Then the player are limited in using only 3 magical item. Their is no longer limitation on the number of ring you can wear or the number of neckalce, as long that it make sense (so one can argu that he can wear 5 necklace easyly, but to convince that you can wear 2 helmet at the same time will be harder (unless your DM allow a 2 headed player race)

 

So this section will help player to choose wich 3 item he should have attuned, and filter the item recceive from module, between the item that are useless, interesting and very usefull.

 

Those choice are my personal opinion and they are for my concept of a sorcerer (a spellcaster who stay in range, and blast spell to kill or control the ennemies). I will not talk about EVERY item in the DMG and from teh module, I will talk about some of them, the best one that I saw. If you have a question about a particular item you can ask and I'll add it.

 

The BiS for your 3 attune item should be:

 

Staff of the Magi: +2 to spell attack bonus, +2 to spell DC, Spell absorption giving advantage VS Spell and allowing to cast many more spell per day, and a list of very usefull spell. This is without hesitation the BEST staff for EVERY sorcerer no matter of there origin. +2 to spell DC should bring your spell DC to 21, this is HUGE when compare to a barbarian with 24 (+7) contitution will have +13 Constitution save, so even the barbarian got a descent chance to faill his save (but you should still attack him with a wisdom save spell instead)

 

Robe of the Archmagi: AC of 15+dex, so basicaly +2AC over the dragon resilient feature and over Mage armor the wild sorcerer use. advantage VS spell and other magical effect. +2 to attack bonus and spell DC (and this stack on the Staff of the Magi for a total DC of 23). I know that the advantage VS spell overlap with the staff, but the +2 to spell DC and attack roll stacking with the Staff is enought to make this the BiS and an extra +2 to AC and advantage on magical effect (not cover by the staff) is enought to keep this as your BiS.

 

Cloak of 29 Charisma This item do NOT exist, but a belt of giant strenght giving 29 strenght exist so maybe you can convince your DM to allow you to have a cha of 29. I'm saying a cloak, but any visible item slot representing prestige like a crown of charisma 29 or a brooch of charisma 29 could be just as good and acceptable.

If your DM do not allow this cloak of 29 charisma then Cloak of Invisibility (or ring of invisibility) is probably one of your best choice, giving you a permanent greater invisibility. Specially for a Fire dragon sorcerer who will gain advantage on every singel scorching ray attack roll that his doing. Plus giving disavantage on ennemy to attack you and forcing them to guess where you are. But be weary against enemy with true sight, blindsense, they can still see you, so make sure you stay out of range of there ability. Tremor sense shouldn't be a big problem if your flying

 

Other attunement item that you can take untill you find those legendary item:
Ioun Stone of Mastery+1 profiency mean +1 to your spell DC and +1 to your spell attack roll, and +1 to your constitution and Charisma save and +1 to your profiency check. This is very usefull and could even rival a cloak of invisibility for the BIS item for sorcerer who are not using spell relying on attack roll (like scorching ray)

 

Dragon Mask and Mask of the dragon queen from HotDQ and RoT. Legendary resistance, resistance to the dragon elements? if your already resistance it become immunity. If your already immun it become heal? and add your Charisma bonus on your AC if your unarmored, so basically for a sorcerer add +5AC on top of you mage armor/dragon resilience for 13+dex+cha? If you already have a breath weapon the ability to recharge on a 6 (but do not give you a breath weapon), improved darkvision, water breathing (black and green) the red mask give an extra 1d6 fire burning damage (and probably 4 other similar little bonus not specified)  who could say no to this? Here the link toward the 5 individual dragon mask: http://media.wizards.com/2014/downloads/dnd/RiseTiamatSupplementv0.2_Printer.pdf

Why is this not in the BIS? then yes this will replace the cloak of invisibility (except maybe for fire dragon sorcerer, advantage on every scorching is VERY powerfull, but then again the sorcerer could gain it with greater invisibility so depend on your opinion) something about being invisible and flying make the cloak more appealing, flying 150ft in the air, and casting your spell with advantage, while the ennemy got no idea of where you are and have no clue on where to cast there AoE spell to cast you, kind of make it for 5 automatic sucess on any save.  And for dragon sorcerer understanding dragonic and advantage to talk with chromatic dragon is a class feature gained at level 1 so it's not a big argument. But yes if your Sorcerer gain the possibility to obtain such an item make sure to use it, and once your Dm also award you a staff og the archmagi and a robe of the magi and a cloak of 29cha (or of invisibility) say thank you to your DM and good luck on a very difficult decision.
 

Defender staff (From LMoP) +1AC, and access to the shield spell and Mage armor, this is great early game for good defense, freeing your spell slot to cast magic missile and other offensive spells.

 

Wand of the war mage+1/+2/+3 to your spell attack roll is particularlyu usefull specially for fire sorcerer using scorching rays. If you DM allow item creation a sorcerer version of the Rod of the Pact keeper would be even better

 

Rod of Absorption and Ioun Stone or Greater Absorption can be good alternative to the Staff of the Magi untill you find one.

 

Remember wand and staff can be used as spell focus so if you can hold a staff in one hand and a wand in the other, but only to cast spell with Material component, otherwise you have to drop one or take the warcaster feat

 

Ring of spell storing basically allow you to keep up to 5 level of spell unused to the next day. further more once you gain a better item you can easyly give it to the rogue/fighter/barbarian of the group giving them access to 5 level of spell. A fighter who can cast shield as a reaction become an extremely sturdy meat shield. Remember the spell fro the ring keep the DC and attack bonus like if casted by YOU, so your rogue will be casting a fireball with your spell DC.

 

ring or protection and Cloak of protection increasing your AC and Saving throw by 1 will greatly help you survive.

Bracer of defenseadd +2 AC if you wear no armor so basically add +2AC on top of mage armor or on top of your draogn resilience, so 13+dex+2, great survival item. personally I prefer the cloak/ring of protection since they also increase the saves, but this one is not bad if you have a empty attunement slot.

 

Non attunement item:

Book of +2 to stat: I heard some people saying that they can use the book every 100 years to gain it benefit multiple time (using a elf whop can live 700 year+, or using cloning spell to renew your lifespan, or using demi plane exploit to recharge the book every day) but for this guide I'll cosider that you are goig to use the book only once in your career. If your DM allow you to abuse the item, then good for you and your 100 Charisma score, but I believe this goes against the developer intention since they wanted to keep a certain "bonded accuracy" and having a 100 Charisma score kind of break this "bonded accuracy"

Tome of Leadership and Influence+2 to your Charisma and to you Max Charisma score, giving you a total of 22 charisma? yes please, this is a must found, untill your DM give you a cloak of 25+charisma.

Manual of Quickness of Action and Manual of Bodily Health +2Dex and +2 Con, yes please, increase your AC, your initiative, your Dex save / HP, Constitution save, concentration check, yes take it. Allow the Dex fighter/rogue/ranger to take the manual od dex before you take one, but for the Constitution, you could talk with your frontline defendor, since if you take it it will increase your chance to succeed on your concentration save to keep Haste active on them, but even there, I think I woul dlet the barbarian take it before my sorcerer.

Tome of clear though, Tome of understanding: +2 Intellect, +2Wisdom. This will probably not let you break the 20, but an extra +1 to save against Feeblemind and against wisdom save is alway a welcom idea. But please do not take those boook from the cleric/wizard/druid, they need it WAY more then you will ever do.

Manual of Gainful Exercise+2 strenght, yes completly useless, pretty much anyone else will benefit from this more then you, so please do not even think about taking it. If you in a solo campaign, I'm not even sure it's worth the 2 day require to study it.

 

Pearl of power: an extra spell slot level 3, very powerfull at low level and lose importance at higher level but since this item do not require an item slot, and do not require attunement, then they are alway usefull, an extra fireball? why not, an extra shield? go for it, an extra Haste? who could refuse?

 

Daern's Instant Fortress an instant fortress bringing you out of combat range??? hell yes thak you very much. might be consider darkblue for a dragon sorcerer level 14 since he can fly and stay out of range anyway, but this fortress also protect the teamate if needed (the archer and the cleric can stsy with you in the fortress and leave the fighter at the door to defend it) but this item need enought room to be deployd and is very difficult to repair.

 

Boots of Elvenkind advantage on dex save when moving silently is relevant (so 90% of the time) and do not require attunement so yes take them, so you can stealth with the rogue and do a double fireball surprise round once you gave the rogue a ring of spell storing^^

 

Cape of the Mountebankdimension door once per day without attunement, yes please. But this item might be difficult to use if your DM gave you a cloak of 29 Cha or a cloak of invisibility, but why not wearing 2 cloaks? it's original and do not prevent anything, unlike wearing 2 armor which would be greatly detrimental to movement or 2 helmet which wouldn't fit and could caue vision problem.

 

Goggle of night vision for race without darkvision or black for race with darkvision 120ft. Gaining darkvision or increasing your dark vision from 60 to 120 feet is very usefull, but improving darkvision from 120ft to 180ft??? how many time did you fought in a dark tunnel that was longer then 120ft? and wanted to attack from more then 120ft?

 

Dagger of Venom: this blade do not require attunement, so if you have teh opportunity yes take it, so you get a decent option if you are forced into melee combat. But please if there is a rogue in your group (specially a poison user assassin) let him have it, he'll have a WAY better use out of it then you.

 

 

Be aware of those item:

helm of teleportation will require your attunement but a scroll of teleportation will be more usefull, since when was the last time you had to teleport 3 time per day? jsut get 3 or 4 scroll of teleportation instead and you should be cover for a while (or at least untill you reach a big town again where you can buy some more)

#4

QwertyAzerty

Mar 24, 2015 8:08:43

Reserved

#5

QwertyAzerty

Mar 24, 2015 8:08:55

reserved

#6

Coredump00

Mar 24, 2015 9:56:58

You don't have to maintain conc on the bonfire, you can just treat it as a D8 cantrip.  Or you can leave it up if you have allies that can Push or Grapple foes into the fire.

 

Granted, if you already have a Conc spell going, you can't use the Bonfire.... but I don't find that to be a big problem.

#7

mellored

Mar 24, 2015 10:06:37

I agree, Bonfire is purple.

 

While it generally sucks, it can be amazing in the right party.

#8

mellored

Mar 24, 2015 10:13:57

I also think your overrating pyrotechnics.  It's not going to be as easy as you claim to put the fire (or enemies) in the right spot.

 

A quickened bonfire can work nicely.  But you could likely get more use from twining blind/deafness instead.

#9

Kalani

Mar 24, 2015 10:38:20

Keep in mind that prone and unconscious are an aarakocra's worst enemies. Both result in the character immediately falling for xd6 damage, and almost all 1st level spellcasters have several options for achieving this, the easiest being:

 

  • Sleep
  • Command: Grovel
#10

mellored

Mar 24, 2015 11:01:38

Kalani wrote:
#11

Kalani

Mar 24, 2015 11:04:56

mellored wrote:
#12

QwertyAzerty

Mar 24, 2015 11:18:36

mellored wrote:
#13

mellored

Mar 24, 2015 11:27:44

Kalani wrote:
(Reply to #7)

Coredump00

mellored wrote:
#15

Matau99

Mar 24, 2015 16:09:42

Coredump00 wrote:
#16

Yunru

Mar 24, 2015 18:05:15
Ice Knife is twinnable. It's almost golden for Culled Dagon Sorcerers.
#17

QwertyAzerty

Mar 25, 2015 4:53:45

Matau99 wrote:
#18

mellored

Mar 25, 2015 5:07:42

QwertyAzerty wrote:
#19

mellored

Mar 25, 2015 5:14:45

QwertyAzerty wrote:
#20

QwertyAzerty

Mar 25, 2015 5:21:38

mellored wrote:
#21

Undrhil

Mar 25, 2015 5:38:16

If a creature is flying and has it's speed reduced to 0, does it fall or remain in the air?

#22

mellored

Mar 25, 2015 5:40:56

Undrhil wrote:
(Reply to #20)

Coredump00

QwertyAzerty wrote:
(Reply to #17)

Coredump00

QwertyAzerty wrote:
#25

Kalani

Mar 25, 2015 8:26:47

Small retcon.

 

Command: Grovel has no effect on flying creatures, as the action cannot be directly harmful (and falling prone while flying is most definately harmful).

#26

mellored

Mar 25, 2015 8:33:45

Kalani wrote:
#27

Kalani

Mar 25, 2015 8:40:35

mellored wrote:
#28

QwertyAzerty

Mar 25, 2015 11:58:31

Coredump00 wrote:
(Reply to #27)

Coredump00

Kalani wrote:
#30

Coredump00

Mar 25, 2015 12:57:31

Vitrioic Sphere is the highest damage AoE in the game,(barring Meteor Swarm.)  And you only have it at blue

 

Erupting Earth is the best scaling AoE in the game, by lvl 6 its damage is only behind VItriolic Sphere and Meteor swarm, by lvl 8-9 its decidedly past those, and even about even with VS.  But you have it listed as black.

#31

Hecetv

Mar 25, 2015 13:24:19

I know this isn't really about phb spells but do you have any opinions on levitate and telekenisis as control spells? Twin levitate? Pointless?

 

I like the idea of lifting people up and hurling them around (well neither of those spells really do that) but it seems not as powerful as just blasting someone...

 

I think reverse gravity is cool tho. Worth a 7th level slot idk...

#32

QwertyAzerty

Mar 26, 2015 6:06:20

Coredump00 wrote:
(Reply to #31)

QwertyAzerty

Hecetv wrote:
#34

PhillPowell

Jun 05, 2015 7:27:36

Awesome guide, thanks for all that work

(Reply to #34)

DonaldT

How would you rate the Favored soul and Storm Sorcerers?

#36

awaken_D_M_golem

Jun 05, 2015 13:44:01

It's unclear how Officially Official the FS is or will be.

 

It's good for a Caster 1 level dip, like the Cleric 1 / Wiz 19.

Might also work for a Fighter 1 / Warlock 19.

Perhaps a slight upgrade on a Sorc 3 dip for a Full Caster.

 

Early doubling the spells prepared, is very strong.

Some classes get (Level+Mod) # of spells prepared.

 

The armor, medium term is better than dragon's.

 

2 attacks is good, however it's with the least amount

of class support, than any of the other 2 attack classes.

 

Flight is a wash relative to Flight at the same level.

 

The capstone is worth say 50 to 100 hit points of

No Action self healing, with only a small change

in the overall usage of your low level slots.

(Reply to #36)

DonaldT

awaken_D_M_golem wrote:
(Reply to #35)

QwertyAzerty

DonaldT wrote:
(Reply to #38)

DonaldT

QwertyAzerty wrote:
#40

awaken_D_M_golem

Jun 08, 2015 15:17:42

Valor Bard has had the most work done for it, and better endorsements.

mellored's guide ---> http://community.wizards.com/forum/player-help/threads/4146291

 

 

Domain spells haven't been raked over yet.

The ratings they have for Cleric, are not entirely

compatible with where a Sorc goes with them.

I'd say just wing it, enjoy the boost, make some

good reasons (or excuses) to use them.

 

(Reply to #40)

DonaldT

awaken_D_M_golem wrote:
#42

QwertyAzerty

Jun 09, 2015 5:15:31

This tread is more about traditional spellcaster, rather then Gish.

 

But from my experience, at low level, there is very few difference in the melee capability of most class.

 

Barbarian gain +2 damage while raging

Fighter gain +2 on one handed weapon, stat modifier on off ahnd  or reroll 1 and2's with heavy weapon

Paladin can divine smite a VERY LIMITED among of time

The warlock do an addition 1d6 a a few time per day (Hex)

The bard can supplement his lack of damage bonus with support casting.

The rogue got sneak attack

 

they are all similar. and the warlock and bard are able to cast spell like blindness and hold person that can change a loosing fight into a winning fight very quickly

 

Then at level 4 you gain +2 in your main stats so it doesn't chance much for no one

 

Then at level 5 the rogue fall FAR BEHIND while he gain an extra d6 from sneak attack, while everyone else gain a additional attack. the bard need to wait level 6 to gain his second attack, but he gain spell level 3

 

Then as the level go up, barbarian rage get bigger, paladin can smite more often and at level 11 he gain an additional 1d8 radiant damage on all attacks, the fighter gain a 3rd and 4th attack, the warlock gain more spell and add his charisma on top of his strenght/dex on his weapon attack, the bard can cast more spell then the warlock and the rogue keep lacking behind

 

Eldritch Knight and Arcane tricker can be very interesting if you want more weapon focused Gish

Warlock and Paladin  are more of a 50/50 between melee and spell

Bard a lagging behind in melee damage, but they have a lot more spell to support the party.

(Reply to #42)

DonaldT

QwertyAzerty wrote: