The new 1D&D UA is out and it includes the new sorceror. What do you like and dislike about it?
My thoughts: * overall a huge improvement. * more spells, sorceror only spells, prepared spells * more metamagic ( 3 at L2 and a total of 6) * nerfed twin spell but overall a better mix of metamagic with a number of improved metamagics * built in healing ability in T2
Draconic Sorceror - * improved AC (10 + DB +CHB) so it actually scales with levels somewhat * in T2 the breath weapon is based off a cantrip so it can be used more often. * in T3 the wings are based off a class feature and do limited damage. your thoughts?
On the whole it's an improvement compared to what we have now. However the new cantrip is really underwhelming and likely won't unseat firebolt/Mind Sliver, the recovery spell just doesn't pull the weight it needs to in order to be worth it, let alone as a 3-rd level spell, and the nerfed twinning is a serious disappointment. I would have loved to see some way to pull off the double target even if it was at a higher level or it's own costly metamagic. I feel like it will be better and fixes some of the serious issues sorcs had, but I am saddened by the loss of the old twinned and feel like the new cantrip/heal are below the power curve.
Considering that the new cantrips (as well as the healing) are class features and you can still select firebolt or mind sliver as 2 of your 4 cantrips they are major improvements. I suspect that as we start seeing more subclasses we will see something like the exhalation of the draconic sorceror feed off them in the other subclasses. Given that sorcerors had no healing ability before even a limited healing is a significant upgrade. For me the nerfing of twinned was expected, it was really OP and they are trying to tame it so it stops overshadowing everything else. I can see it actually becoming a class feature at L5/6 allowing the casting of a second edition to the same cantrip as a bonus action in the round giving the sorceror a sort of limited second attack. In the mean time the nerf is strong enough to get us to explore the other revised metamagics which may be the point of the overnerf. I still need a second and third read thru as well as some character creation trials to get a full handle on it but so far it’s clearly superior.
Here is a sample I created - a L20 Dragonborn draconic sorceror. I've put it in a spoiler as its a bit long. some notes: 1)when I generate I use the format I give my players - roll & take the first set of rolls that has nothing less than a 10 and at least 3 scores of 13+ 2) I see nothing Raw that says you have to use the same draconic ancestor for every place where one is affecting the PC
overall its a very powerful character I think moreso than the old version would ever be so I'm impressed and pleased with the UA sorceror.
Sorceror Abilities: Innate Sorcery (L1): know Sorcerous Burst (C), Chaos Bolt (L1). Spellcasting (L1): learn 4 cantrips , 2L1 spells Font of Magic (L2): Spell points (20) Metamagic (L2(&13)): Careful Spell (1), Subtle Spell (1), Quickened Spell (2), Distant Spell (1), Extended Spell (1), Empowered Spell (1) Subclass – Draconic (L3) Draconic Resilience (L3): +1 HP/L, AC = 10 +Dexterity Bonus+ Charisma Bonus if not wearing armor (19) Dragon Speech (L3): can communicate with all creatures of the Dragon type Feat (L4): +2 Charisma Sorcerous Vitality (L5): use Sorcerous Vitality spell (L3) to heal self (2D6+5 +1 condition) Elemental Affinity (lightning)(L6): Resistance to Lightning Damage, Add Charisma bonus to lightning damage Arcane Eruption (L7): Arcane Eruption spell (L4) always Prepared – 120’r, chose damage type, 20’r sphere, Con Save, 6D6 damage +1 Condition Feat (L8): +2 Charisma Sorcery Incarnate (L9): Sorcery Incarnate Spell (L5) always Prepared – Concentration (1 min), regain 1D4 Sorcery points, use 2 metamagics on each spell cast if desired & spell points available, Advantage on spell attack rolls Draconic Exhalation (L10): 1/T, cast Sorcerous Burst as a 15’ cone of Lightning or Force – separate attack & damage on each creature in cone Feat (L12): Warcaster Additional Metamagic (L13): Distant Spell (1), Extended Spell (1), Empowered Spell (1) Dragon Wings (L14): added to Sorcery Incarnate spell: Fly at walking speed & hover, 1/t at end do 5 points of lightning or force damage to chosen creatures within 15’ of you. Sorcerous Restoration (L15): regain 4 sorcery points each short rest or initiative roll. Feat (L16): +2 Dex Arcane Apotheosis (L18): Wish spell always prepared, no chance of losing wish ability if under casting stress, cast wish to duplicate a L1-8 Spell use a slot of that spell’s level not a L9 slot. Feat (L19): +2 Dexterity Epic Boon (L20): Energy Resistance: 2 types – Psychic, Poison; change types after a LR, redirect – if take damage of a resistant type, direct damage (2D12+2) of that type to a creature you can see within 60’ that is not behind total cover, Dexterity save (16), +1 Wisdom
Level 4Level 5Level 6 Arcane Eruption Sorcery Incarnate Chain Lightning Fire Shield Bigby’s Hand Disintegrate Arcane Eye Cone of Cold Wall of Fire Hold Monster
Armor:Ring of Protection (+1), Bracers of Protection (+2)
Weapons:Staff of Power, +2 Dagger of Throwing, +3 dagger, Wand of Magic Missiles
Equipment: Ball bearings (3000, 6 tubes of 500), Handy Haversack, Belt of Many Pouches, Bedroll, Chalk (3 sticks, 7 folds of powder), common clothes, fancy clothes, Clothes of Mending, Fishing Tackle, Healer’s Kit, Mess Kit, oil (flasks) (3), Rations (10 days), Silk Rope (50’), Signal Whistle, Small knife, String (50’), Tinderbox, Waterskins (2), Whetstone, Jeweler’s Tools, Wand of Magic Detection, Wand of Secrets, Swiss Army Wand,Cloak of Many Fashions, Bag of Holding, Boots of Elvenkind, Cap of Waterbreathing, 2 man tent, Potions: Healing (5), Greater Healing (5), Fire Breath (5), Superior Healing (3), Supreme Healing (2),Dragon’s Majesty (Amethyst)
In regards to the firebolt/mind sliver cantrip combo, those are still decent but the point of sorcerous burst is tailoring damage to the situation and creature. Mathematically it's better than firebolt the majority of the time once you get past level 5 and start seeing fire resistance being more of a thing. Mind sliver will always be a worthwhile cantrip though. Personally the only 2 damage cantrips id take with the new sorcerer would be chill touch and mind sliver and id only take chill touch in a heavy undead campaign for the disadvantage. Sorcerous burst give you long ranged spell attack for thunder and psychic damage, considering how un-resisted those are that's huge!
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The new 1D&D UA is out and it includes the new sorceror. What do you like and dislike about it?
My thoughts:
* overall a huge improvement.
* more spells, sorceror only spells, prepared spells
* more metamagic ( 3 at L2 and a total of 6)
* nerfed twin spell but overall a better mix of metamagic with a number of improved metamagics
* built in healing ability in T2
Draconic Sorceror -
* improved AC (10 + DB +CHB) so it actually scales with levels somewhat
* in T2 the breath weapon is based off a cantrip so it can be used more often.
* in T3 the wings are based off a class feature and do limited damage.
your thoughts?
Wisea$$ DM and Player since 1979.
On the whole it's an improvement compared to what we have now. However the new cantrip is really underwhelming and likely won't unseat firebolt/Mind Sliver, the recovery spell just doesn't pull the weight it needs to in order to be worth it, let alone as a 3-rd level spell, and the nerfed twinning is a serious disappointment. I would have loved to see some way to pull off the double target even if it was at a higher level or it's own costly metamagic. I feel like it will be better and fixes some of the serious issues sorcs had, but I am saddened by the loss of the old twinned and feel like the new cantrip/heal are below the power curve.
Considering that the new cantrips (as well as the healing) are class features and you can still select firebolt or mind sliver as 2 of your 4 cantrips they are major improvements. I suspect that as we start seeing more subclasses we will see something like the exhalation of the draconic sorceror feed off them in the other subclasses. Given that sorcerors had no healing ability before even a limited healing is a significant upgrade. For me the nerfing of twinned was expected, it was really OP and they are trying to tame it so it stops overshadowing everything else. I can see it actually becoming a class feature at L5/6 allowing the casting of a second edition to the same cantrip as a bonus action in the round giving the sorceror a sort of limited second attack. In the mean time the nerf is strong enough to get us to explore the other revised metamagics which may be the point of the overnerf. I still need a second and third read thru as well as some character creation trials to get a full handle on it but so far it’s clearly superior.
Wisea$$ DM and Player since 1979.
Here is a sample I created - a L20 Dragonborn draconic sorceror. I've put it in a spoiler as its a bit long.
some notes:
1)when I generate I use the format I give my players - roll & take the first set of rolls that has nothing less than a 10 and at least 3 scores of 13+
2) I see nothing Raw that says you have to use the same draconic ancestor for every place where one is affecting the PC
overall its a very powerful character I think moreso than the old version would ever be so I'm impressed and pleased with the UA sorceror.
Name: Trial Race: Amethyst Dragonborn Class: Draconic Sorceror (L20)
*C) 14 +2 CS) 18 SPD) 30’ Tools: Jeweler’s Tools
*CH) 20 +5 CHS) 19 DC) 8+PB+CHB= 8+6+5=19 SAM= +11
Racial Abilities:
Breath Weapon: PB/LR, 15’ cone, 1D10 + Level Damage (1D10+20)
Draconic Resistance: ½ damage from force attacks/spells
Gem Flight: (L5+), BA, 1min 1/LR, speed = walking + hover
Darkvision: 60’
Sorceror Abilities:
Innate Sorcery (L1): know Sorcerous Burst (C), Chaos Bolt (L1).
Spellcasting (L1): learn 4 cantrips , 2L1 spells
Font of Magic (L2): Spell points (20)
Metamagic (L2(&13)): Careful Spell (1), Subtle Spell (1), Quickened Spell (2), Distant Spell (1), Extended Spell (1), Empowered Spell (1)
Subclass – Draconic (L3)
Draconic Resilience (L3): +1 HP/L, AC = 10 +Dexterity Bonus+ Charisma Bonus if not wearing armor (19)
Dragon Speech (L3): can communicate with all creatures of the Dragon type
Feat (L4): +2 Charisma
Sorcerous Vitality (L5): use Sorcerous Vitality spell (L3) to heal self (2D6+5 +1 condition)
Elemental Affinity (lightning)(L6): Resistance to Lightning Damage, Add Charisma bonus to lightning damage
Arcane Eruption (L7): Arcane Eruption spell (L4) always Prepared – 120’r, chose damage type, 20’r sphere, Con Save, 6D6 damage +1 Condition
Feat (L8): +2 Charisma
Sorcery Incarnate (L9): Sorcery Incarnate Spell (L5) always Prepared – Concentration (1 min), regain 1D4 Sorcery points, use 2 metamagics on each spell cast if desired & spell points available, Advantage on spell attack rolls
Draconic Exhalation (L10): 1/T, cast Sorcerous Burst as a 15’ cone of Lightning or Force – separate attack & damage on each creature in cone
Feat (L12): Warcaster
Additional Metamagic (L13): Distant Spell (1), Extended Spell (1), Empowered Spell (1)
Dragon Wings (L14): added to Sorcery Incarnate spell: Fly at walking speed & hover, 1/t at end do 5 points of lightning or force damage to chosen creatures within 15’ of you.
Sorcerous Restoration (L15): regain 4 sorcery points each short rest or initiative roll.
Feat (L16): +2 Dex
Arcane Apotheosis (L18): Wish spell always prepared, no chance of losing wish ability if under casting stress, cast wish to duplicate a L1-8 Spell use a slot of that spell’s level not a L9 slot.
Feat (L19): +2 Dexterity
Epic Boon (L20): Energy Resistance: 2 types – Psychic, Poison; change types after a LR, redirect – if take damage of a resistant type, direct damage (2D12+2) of that type to a creature you can see within 60’ that is not behind total cover, Dexterity save (16), +1 Wisdom
Cantrips Learned(6): Sorcerous Burst, FireBolt, Chill Touch, Mending, Minor Illusion, Mage Hand, Prestidigitation
Spells Known: 22 Spellslots: 4L1, 3L2, 3L3, 3L4, 5L5, 2L6, 2L7, 1L8, 1L9
Level 1 Level 2 Level 3
Chaos Bolt Mirror Image Dispel Magic
Thunderwave Scorching Ray Fireball
Witch Bolt Misty Step Sorcerous Vitality
Detect Magic Lightning Bolt
Magic Missile
Level 4 Level 5 Level 6
Arcane Eruption Sorcery Incarnate Chain Lightning
Fire Shield Bigby’s Hand Disintegrate
Arcane Eye Cone of Cold
Wall of Fire Hold Monster
Level 7 Level 8 Level 9
Delayed Blast Fireball Sunburst Meteor Swarm
Teleport Wish
Armor: Ring of Protection (+1), Bracers of Protection (+2)
Weapons: Staff of Power, +2 Dagger of Throwing, +3 dagger, Wand of Magic Missiles
Equipment: Ball bearings (3000, 6 tubes of 500), Handy Haversack, Belt of Many Pouches, Bedroll, Chalk (3 sticks, 7 folds of powder), common clothes, fancy clothes, Clothes of Mending, Fishing Tackle, Healer’s Kit, Mess Kit, oil (flasks) (3), Rations (10 days), Silk Rope (50’), Signal Whistle, Small knife, String (50’), Tinderbox, Waterskins (2), Whetstone, Jeweler’s Tools, Wand of Magic Detection, Wand of Secrets, Swiss Army Wand, Cloak of Many Fashions, Bag of Holding, Boots of Elvenkind, Cap of Waterbreathing, 2 man tent, Potions: Healing (5), Greater Healing (5), Fire Breath (5), Superior Healing (3), Supreme Healing (2),Dragon’s Majesty (Amethyst)
Wisea$$ DM and Player since 1979.
In regards to the firebolt/mind sliver cantrip combo, those are still decent but the point of sorcerous burst is tailoring damage to the situation and creature. Mathematically it's better than firebolt the majority of the time once you get past level 5 and start seeing fire resistance being more of a thing. Mind sliver will always be a worthwhile cantrip though. Personally the only 2 damage cantrips id take with the new sorcerer would be chill touch and mind sliver and id only take chill touch in a heavy undead campaign for the disadvantage. Sorcerous burst give you long ranged spell attack for thunder and psychic damage, considering how un-resisted those are that's huge!