| Post/Author/DateTime | Post |
|---|---|
| #1QwertyAzertyMar 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. 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. |
| #2QwertyAzertyJun 05, 2015 6:41:30 | Spell: Cantrips (0 Level)
1st Level
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.
|
| #3QwertyAzertyMar 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:
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) |
| #4QwertyAzertyMar 24, 2015 8:08:43 | Reserved |
| #5QwertyAzertyMar 24, 2015 8:08:55 | reserved |
| #6Coredump00Mar 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. |
| #7melloredMar 24, 2015 10:06:37 | I agree, Bonfire is purple.
While it generally sucks, it can be amazing in the right party. |
| #8melloredMar 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. |
| #9KalaniMar 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:
|
| #10melloredMar 24, 2015 11:01:38 |
|
| #11KalaniMar 24, 2015 11:04:56 |
|
| #12QwertyAzertyMar 24, 2015 11:18:36 |
|
| #13melloredMar 24, 2015 11:27:44 |
|
| (Reply to #7)Coredump00 |
|
| #15Matau99Mar 24, 2015 16:09:42 |
|
| #16YunruMar 24, 2015 18:05:15 | Ice Knife is twinnable. It's almost golden for Culled Dagon Sorcerers. |
| #17QwertyAzertyMar 25, 2015 4:53:45 |
|
| #18melloredMar 25, 2015 5:07:42 |
|
| #19melloredMar 25, 2015 5:14:45 |
|
| #20QwertyAzertyMar 25, 2015 5:21:38 |
|
| #21UndrhilMar 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? |
| #22melloredMar 25, 2015 5:40:56 |
|
| (Reply to #20)Coredump00 |
|
| (Reply to #17)Coredump00 |
|
| #25KalaniMar 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). |
| #26melloredMar 25, 2015 8:33:45 |
|
| #27KalaniMar 25, 2015 8:40:35 |
|
| #28QwertyAzertyMar 25, 2015 11:58:31 |
|
| (Reply to #27)Coredump00 |
|
| #30Coredump00Mar 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. |
| #31HecetvMar 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... |
| #32QwertyAzertyMar 26, 2015 6:06:20 |
|
| (Reply to #31)QwertyAzerty |
|
| #34PhillPowellJun 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? |
| #36awaken_D_M_golemJun 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 |
|
| (Reply to #35)QwertyAzerty |
|
| (Reply to #38)DonaldT |
|
| #40awaken_D_M_golemJun 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 |
|
| #42QwertyAzertyJun 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 |
|