Battlefield mobility, damage resistances(not as helpful as fire, cold or necrotic resistance maybe, but always a good thing), bonus damage on thematic spells, and eventually at-will flight that you can share with your allies. Plus, thematically they're just really neat :) They're pretty squishy though, without the HP and AC boosts of the Draconic bloodline. A high Con score is a must, and they'd go really well with either a multiclass dip or a race that offered armor proficiency. A level of Fighter would work, or Mountain Dwarf, etc. I'd probably aim for medium armor over light, so that I wouldn't have to worry about getting my Dex as high. Personally, I'm hoping someday to try one. Whenever I've played RPGs on my computer that involved creating a mage character, I've been drawn more to lightning spells than to fire or cold.
Because its just FUN. Flinging around gusts of wind and lightning while flying around is just evocative, fun and a good time at the table. There's really no other reason needed.
I'm currently playing one and the first two posters got the reasons spot on, it is a thematically fun character. The mobility granted when you cast a first level spell helps you keep out of harms way as well.
If you go human variant, you can address the AC issue by taking the Magic Initiate feat and taking Mage Armor with it. Or take care of the low hit points with the Tough feat.
I'm currently playing one and the first two posters got the reasons spot on, it is a thematically fun character. The mobility granted when you cast a first level spell helps you keep out of harms way as well.
If you go human variant, you can address the AC issue by taking the Magic Initiate feat and taking Mage Armor with it. Or take care of the low hit points with the Tough feat.
Yeah, I was figuring on Tough at some point. Mage Armor last 8 hours, does your DM just count it for the whole day or do they actually track the time?
I'm currently playing one and the first two posters got the reasons spot on, it is a thematically fun character. The mobility granted when you cast a first level spell helps you keep out of harms way as well.
If you go human variant, you can address the AC issue by taking the Magic Initiate feat and taking Mage Armor with it. Or take care of the low hit points with the Tough feat.
Yeah, I was figuring on Tough at some point. Mage Armor last 8 hours, does your DM just count it for the whole day or do they actually track the time?
My DM gave me another way to get around the need for Mage Armor. Early on in the game, each character in the party was given a magic item. The item my character was given was a cloak that provided Mage Armor.
In another campaign I'm playing, we have a wizard who relies on Mage Armor. The time limit of the spell has never come up, as 8 hours seems to cover most of the time we are adventuring.
When talking about the spell timing and duration, it helps to be aware of the general assumptions that the game makes.
1 round = few seconds, generally in combat
1 minute = standard duration of combat
10 minutes = a length of time too long for casual use, but short enough that it doesn't interfere with a short rest
1 hour = "short rest" or just a long enough break period to rest, tend wounds, eat lunch, etc.
8 hours = the standard adventuring work day.
24 hours = the length of a day
Week, month, year, etc. Self explanatory.
So, when a spell talks about a duration of 8 hours, the assumption is that it will last for the duration of the day you spend doing things. If you're ambushed at night, that's a different matter. But the game assumes that mage armor will be around as long as you need it.
Can anyone give me advice on optimizing my half-elf storm sorcerer? I am currently a level 3 storm sorcerer and level 1 bard. (Unfortunately, started with a different theme in mind and probably should've picked up fighter instead.) My DM is allowing me to use one of my feats to convert my spells to lightning/thunder damage no matter what the spell originally says. For example, if I were to cast chill touch, I could choose to make it lightning/thunder damage instead of necrotic. I'm extremely squishy with an AC of only 12. 17-CHA, 15- DEX, 14 CON, 12- WIS, 10- INT and 8- STR.
Can anyone give me advice on optimizing my half-elf storm sorcerer? I am currently a level 3 storm sorcerer and level 1 bard. (Unfortunately, started with a different theme in mind and probably should've picked up fighter instead.) My DM is allowing me to use one of my feats to convert my spells to lightning/thunder damage no matter what the spell originally says. For example, if I were to cast chill touch, I could choose to make it lightning/thunder damage instead of necrotic. I'm extremely squishy with an AC of only 12. 17-CHA, 15- DEX, 14 CON, 12- WIS, 10- INT and 8- STR.
At level 4 I would take +1 to ASI in Cha and Dex to help with your AC, then use Mage Armor to get it to 16.
Can anyone give me advice on optimizing my half-elf storm sorcerer? I am currently a level 3 storm sorcerer and level 1 bard. (Unfortunately, started with a different theme in mind and probably should've picked up fighter instead.) My DM is allowing me to use one of my feats to convert my spells to lightning/thunder damage no matter what the spell originally says. For example, if I were to cast chill touch, I could choose to make it lightning/thunder damage instead of necrotic. I'm extremely squishy with an AC of only 12. 17-CHA, 15- DEX, 14 CON, 12- WIS, 10- INT and 8- STR.
As above, use the ASI to pump both DEX and CHA.
More importantly, Bard gives you light armor proficiency. You can wear studded leather and still cast spells. I wouldn't bother with Mage Armor at that point.
It started with the MtG card Tibor and Lumia and making a Goblin that would gain flying until end of turn for casting a blue spell and dealing damage to everything without flying for casting a red spell. My plan was to cast Chain Lightning and use Tempestuous Magic to fly above the baddies and drop on them. I was researching more Blue/Red cards to copy and draw inspiration from honoring some of the most common and exclusive card abilities like Replicate and Overload was just too easy with metamagic and other abilities like flying and haste are just spells. I didn'td feel just being a goblin captured the creature types though. So, i made him a noble and got the ok for a minotaur and genasi (one fire and a water) retainers representing two of the most common Blue/Red races, besides dragons.
From there my idea nearly rebooted itself and now he's a noble Djinni that was polymorphed into a goblin. He now on a mission to strengthen his new body to be able to handle the reality warping magics he once took for granted. Nobody he meets or talks to believes his peril despite still being accompanied by his Minotaur servant.
I started out as a level 1 fighter with chain mail and defensive fighting style. My second level (and beyond) will be storm sorc. My AC is 19, and once I get shield that can jump up to 24 and beyond with better armor. Going to hope I can convince the DM to change up some of the evocation spells that are not storm based and make them lightning or thunder damage.
I'm really excited about it. I don't know if the game will last so long that I get to level 19 (level 1 fighter + level 18 sorc) to benefit from the flying ability, but it should still be a fun time!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I happen to like the storm sorceror, but why would you pick it over the sorcerer options?
Battlefield mobility, damage resistances(not as helpful as fire, cold or necrotic resistance maybe, but always a good thing), bonus damage on thematic spells, and eventually at-will flight that you can share with your allies. Plus, thematically they're just really neat :) They're pretty squishy though, without the HP and AC boosts of the Draconic bloodline. A high Con score is a must, and they'd go really well with either a multiclass dip or a race that offered armor proficiency. A level of Fighter would work, or Mountain Dwarf, etc. I'd probably aim for medium armor over light, so that I wouldn't have to worry about getting my Dex as high. Personally, I'm hoping someday to try one. Whenever I've played RPGs on my computer that involved creating a mage character, I've been drawn more to lightning spells than to fire or cold.
Because its just FUN. Flinging around gusts of wind and lightning while flying around is just evocative, fun and a good time at the table. There's really no other reason needed.
I'm currently playing one and the first two posters got the reasons spot on, it is a thematically fun character. The mobility granted when you cast a first level spell helps you keep out of harms way as well.
If you go human variant, you can address the AC issue by taking the Magic Initiate feat and taking Mage Armor with it. Or take care of the low hit points with the Tough feat.
Yeah, I was figuring on Tough at some point. Mage Armor last 8 hours, does your DM just count it for the whole day or do they actually track the time?
My DM gave me another way to get around the need for Mage Armor. Early on in the game, each character in the party was given a magic item. The item my character was given was a cloak that provided Mage Armor.
In another campaign I'm playing, we have a wizard who relies on Mage Armor. The time limit of the spell has never come up, as 8 hours seems to cover most of the time we are adventuring.
When talking about the spell timing and duration, it helps to be aware of the general assumptions that the game makes.
So, when a spell talks about a duration of 8 hours, the assumption is that it will last for the duration of the day you spend doing things. If you're ambushed at night, that's a different matter. But the game assumes that mage armor will be around as long as you need it.
Can anyone give me advice on optimizing my half-elf storm sorcerer? I am currently a level 3 storm sorcerer and level 1 bard. (Unfortunately, started with a different theme in mind and probably should've picked up fighter instead.) My DM is allowing me to use one of my feats to convert my spells to lightning/thunder damage no matter what the spell originally says. For example, if I were to cast chill touch, I could choose to make it lightning/thunder damage instead of necrotic. I'm extremely squishy with an AC of only 12. 17-CHA, 15- DEX, 14 CON, 12- WIS, 10- INT and 8- STR.
At level 4 I would take +1 to ASI in Cha and Dex to help with your AC, then use Mage Armor to get it to 16.
As above, use the ASI to pump both DEX and CHA.
More importantly, Bard gives you light armor proficiency. You can wear studded leather and still cast spells. I wouldn't bother with Mage Armor at that point.
Even a blind squirrel finds a nut once in awhile.
a couple things can help with squishiness:
1. False life spell, 5-8 THP at level 1 casting, +5 per level cast above first.
2. Mage armor last 8hrs! (pump DEX)
3. Don't think you are a gish, but if you do, see 1 &2 above
Elemental afinity helps a lot,
It worked best for my ideas and stories.
It started with the MtG card Tibor and Lumia and making a Goblin that would gain flying until end of turn for casting a blue spell and dealing damage to everything without flying for casting a red spell. My plan was to cast Chain Lightning and use Tempestuous Magic to fly above the baddies and drop on them. I was researching more Blue/Red cards to copy and draw inspiration from honoring some of the most common and exclusive card abilities like Replicate and Overload was just too easy with metamagic and other abilities like flying and haste are just spells. I didn'td feel just being a goblin captured the creature types though. So, i made him a noble and got the ok for a minotaur and genasi (one fire and a water) retainers representing two of the most common Blue/Red races, besides dragons.
From there my idea nearly rebooted itself and now he's a noble Djinni that was polymorphed into a goblin. He now on a mission to strengthen his new body to be able to handle the reality warping magics he once took for granted. Nobody he meets or talks to believes his peril despite still being accompanied by his Minotaur servant.
I started out as a level 1 fighter with chain mail and defensive fighting style. My second level (and beyond) will be storm sorc. My AC is 19, and once I get shield that can jump up to 24 and beyond with better armor. Going to hope I can convince the DM to change up some of the evocation spells that are not storm based and make them lightning or thunder damage.
I'm really excited about it. I don't know if the game will last so long that I get to level 19 (level 1 fighter + level 18 sorc) to benefit from the flying ability, but it should still be a fun time!