Shadow. Hound is a sick offensive spell as a bonus action! Teleport for free, darkvision and ultra-darkness are all good, and the capstone is actually useful due to no-concentration.
anything that gives casters bonus action uses is good, even for a sorcerer since it gives a lot of flexibility.
I wish I liked the Wild Sorc. 4e did it great, your abilities would occasionally get a random little boost, or you'd do a random damage type. Now, you risk blowing up your entire party at level 1 with an 8d6 Fireball going off in your face. Too much of a chance to screw up your team.
I have a bad habit of forcing my casters into melee (they either get surprised, or they try to help their friends). The Storm Sorcery has its uses for these situations.
I also like the freedom the backstory can give me...maybe a Criminal was sentenced to be hanged, and was struck by magical lightning on the gallows, giving him power enough to escape.
Maybe an Air Genasi is trying to tap into the innate power of their djinn ancestors.
Perhaps you are the chosen of the god Kord, The Storm That Walks, and are a local Folk Hero.
And the spells, frankly, are the spells I would want to take anyway...Chromatic Orb, Thunder Step, Lightning Bolt, Chain Lightning, Whirlwind...they are dynamic, visually fun spells!
I have a bad habit of forcing my casters into melee (they either get surprised, or they try to help their friends). The Storm Sorcery has its uses for these situations.
I also like the freedom the backstory can give me...maybe a Criminal was sentenced to be hanged, and was struck by magical lightning on the gallows, giving him power enough to escape.
Maybe an Air Genasi is trying to tap into the innate power of their djinn ancestors.
Perhaps you are the chosen of the god Kord, The Storm That Walks, and are a local Folk Hero.
And the spells, frankly, are the spells I would want to take anyway...Booming Blade, Chromatic Orb, Thunder Step, Lightning Bolt, Chain Lightning, Whirlwind...they are dynamic, visually fun spells!
The caveat to my answer is that I have only actually played Storm Sorcerer (and only as a multi-class). However, it was the one I wanted to play the MOST, so I guess that makes it my favorite.
I've only played Storm Sorceror. I've been enjoying it quite a bit. The little extra movement after using Thunder or Lightening spells is really nice for GTFO after blasting stuff with stuff like Thunderwave, as is the extra bit of damage at level six.
Wild magic. It gives you an excuse to play really interesting (perhaps sub-optimal) characters that you wouldn't normally think of as sorcerers.
I want an excuse to break out my dwarven sorceror again... He was a smith, went mining for ore, fell down a dark hole, woke up above ground with no memory of how he got there and a strange ability to cast spells. Oh, and he made himself a warhammer with some strange runes on it that he can't read. The hammer is his arcane focus. :)
(Sure, he could just as easily be an unsuspecting warlock, but I didn't want to play him that way...)
So far I've only ever played a Wild Magic and a UA Giant Soul sorcerer, and while I enjoyed them both, I think the Wild Magic one provided more opportunities for fun gameplay/mechanics. On the other hand, the Giant Soul origin inspired me with some interesting backstory ideas that provided nice opportunities for rolepay.
Now I also have to say I'm very eager to try out the new UA Aberrant Mind sorcerer, which looks creepy and fun!
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Author of Fellozial's Ultimate Guide to Poison, The Primal Gith, and other forthcoming titles at DMs Guild
Divine soul to fix the small selection of spells. You also get the feel of being the offspring of a god or diety. Twin casting the heal(healing) spell or guiding bolt is crazy good.
My first 5e character was a blue draconic sorcerer, and I sip calculatorcrossword solverepfo had a blast with him. Even if fire is the best choice, it's still fun to play these sort of characters.
i am the fan of the Wild Magic, Wild Magic begins with Daine, our new protagonist. She’s a thirteen year old bastard orphan, making her way to Tortall with Onua – who buys horses for the Queens Riders. In the years since Lioness Rampant, Thayet created a new branch of the army which allows women to fight. On the way to Tortall, Daine and Onua encounter stormwings (half human half metal bird monsters), cinema hdspidrens (half human half spider monsters), and a strange hawk who is also a sorcerer called ‘Numair’. Once they arrive at Corus, Numair tells Daine that she has wild magic, which allows her to talk to animals and to heal them. We see Tortall under siege by monsters called immortals who’ve returned to the mortal realms after being locked in the divine realm centuries ago. Diane studies with Numair and helps Onua train the Riders.
I tend to choose subclasses based on flavor and thematics over mechanics typically. So for me, it's a tie between Draconic and Shadow Sorcerers. Though I also like the Storm and Divine Soul Sorcerers, as well as the UA Phoenix and Sea Sorcerers.
I tend to choose subclasses based on flavor and thematics over mechanics typically. So for me, it's a tie between Draconic and Shadow Sorcerers. Though I also like the Storm and Divine Soul Sorcerers, as well as the UA Phoenix and Sea Sorcerers.
I think it would be interesting if these were revisited by making a sort of Primordial or Elder Elemental sorcerous origin. You could make it kind of similar to the Genie patron Warlock with a small subset of abilities based around which Elder Elemental formed your origin: Phoenix, Leviathan, Tempest, or Zaratan.
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Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
I tend to choose subclasses based on flavor and thematics over mechanics typically. So for me, it's a tie between Draconic and Shadow Sorcerers. Though I also like the Storm and Divine Soul Sorcerers, as well as the UA Phoenix and Sea Sorcerers.
I think it would be interesting if these were revisited by making a sort of Primordial or Elder Elemental sorcerous origin. You could make it kind of similar to the Genie patron Warlock with a small subset of abilities based around which Elder Elemental formed your origin: Phoenix, Leviathan, Tempest, or Zaratan.
Man, if one of these "new books" coming out is some kind of Elemental Planes-styled sourcebook, can you imagine the potential?
A more comprehensively-detailed guide to the City of Brass...or the labyrinthian tunnel-cities of the Dao on the Elemental Plane of Earth...
They could even make adjustments to the genasi...shore-up some of their weaknesses by creating an Elemental Lineage.
I love your possibility of an Elder Elemental Sorcerer Origin, as well...those monsters are iconic in their own right.
i am the fan of the Wild Magic, Wild Magic begins with Daine, our new protagonist. She’s a thirteen year old bastard orphan, making her way to Tortall with Onua – who buys horses for the Queens Riders. In the years since Lioness Rampant, Thayet created a new branch of the army which allows women to fight. On the way to Tortall, Daine and Onua encounter stormwings (half human half metal bird monsters), cinema hdspidrens (half human half spider monsters), and a strange hawk who is also a sorcerer called ‘Numair’. Once they arrive at Corus, Numair tells Daine that she has wild magic, which allows her to talk to animals and to heal them. We see Tortall under siege by monsters called immortals who’ve returned to the mortal realms after being locked in the divine realm centuries ago. Diane studies with Numair and helps Onua train the Riders.
Tamora Pierce is one of my favourite authors, and the Immortals quartet was the first series of hers that I read :)
I do so like my Draconis Sorcerers. I find the idea of mighty dragons of any type taking on human/elven/halfling/orcish etc. shape and mating with creatures of other races to be interesting, intriguing and sometimes hilarious.
There once was a red dragon called Embertouch who spread terror and fear for miles around his lair. He had a fairly big treasure hoard, collected from attacking passing merchants or nearby villages. But one day Embertouch found that there wasn't anything more to plunder from the farms and no merchant wanted to travel through his domain. He was a bit lazy and didn't want to move his hoard. Instead he took on the shape of the local halflings and descended his mountain. Why? Maybe he was bored. Maybe he was (gasp!) lonely? Maybe he was curious to find out what kind of creatures the halflings were in the villages close to his mountain? No one really knows, perhaps not even Embertouch. But still to this day the halflings around the smoking mountain speak of the weird man who wandered in from the wildlands. The Halfling who only spoke in common and a weird language that seemed to be made up only of hisses, snarls and growls. Who tried bossing around anyone and everyone. And who would have been driven from the village if the mayors daughter hadn't shown pity on the fellow "who obviously was one egg short of a basket" and let him sleep in the servants quarters. The villagers came to call him the Weird-one. And the name stuck. He stayed in the village for about three years before disappearing, doing menial chores from time to time, but mostly grumbling and going on about how all this was beneath him... But he must have had some good sides as well. Over the years he did become quite popular among some of the boys and girls of the village, not least the mayors daughter. It was all in all ten good years. The harvests were good, the weather fine and no one heard anything from "Old-Emberbottom-up-on-the-hill" (Mr. Weird always glowered on anyone who called the dragon such names). Then one day he was gone. Just up and left, and no one know where to. At about the same time the mayors daughter (and some other girls as well, come to think of it) showed signs of child-bearing. Anyway, My great-grandmother later came to be the mayor of that very village, just like her mother, but her son had a restless soul and he became an a travelling bard. One day I'd like to find my way back to that little nameless village in the shadow of the smoking mountain, if it's still there. There I'd love to find a certain Mr. Weird and ask him whether he knows anything about the bright ruby-red scales i sport on my back. Or if he knows anything of why I can summon fire and flames with but a flick of my fingers, even though I've never learned from any wizard. Actually, I have quite a few questions for my great-grandfather, as I suspect him to be...
I do so like the possibilities for interesting and funny background stories for sorcerers of draconic bloodlines.
Mechanically I like Shadow Magic or the new Clockwork Soul; but thematically my favourites are Draconic Bloodline or Wild Magic, I just wish WotC would update or "replace" them as both have pretty "meh" features after 1st level and could really do with spell lists.
Shadow. Hound is a sick offensive spell as a bonus action! Teleport for free, darkvision and ultra-darkness are all good, and the capstone is actually useful due to no-concentration.
anything that gives casters bonus action uses is good, even for a sorcerer since it gives a lot of flexibility.
I wish I liked the Wild Sorc. 4e did it great, your abilities would occasionally get a random little boost, or you'd do a random damage type. Now, you risk blowing up your entire party at level 1 with an 8d6 Fireball going off in your face. Too much of a chance to screw up your team.
Mechanically, Storm Sorcery is weird.
For roleplaying, it's my preferred choice.
I have a bad habit of forcing my casters into melee (they either get surprised, or they try to help their friends). The Storm Sorcery has its uses for these situations.
I also like the freedom the backstory can give me...maybe a Criminal was sentenced to be hanged, and was struck by magical lightning on the gallows, giving him power enough to escape.
Maybe an Air Genasi is trying to tap into the innate power of their djinn ancestors.
Perhaps you are the chosen of the god Kord, The Storm That Walks, and are a local Folk Hero.
And the spells, frankly, are the spells I would want to take anyway...Chromatic Orb, Thunder Step, Lightning Bolt, Chain Lightning, Whirlwind...they are dynamic, visually fun spells!
Mechanically, Storm Sorcery is weird.
For roleplaying, it's my preferred choice.
I have a bad habit of forcing my casters into melee (they either get surprised, or they try to help their friends). The Storm Sorcery has its uses for these situations.
I also like the freedom the backstory can give me...maybe a Criminal was sentenced to be hanged, and was struck by magical lightning on the gallows, giving him power enough to escape.
Maybe an Air Genasi is trying to tap into the innate power of their djinn ancestors.
Perhaps you are the chosen of the god Kord, The Storm That Walks, and are a local Folk Hero.
And the spells, frankly, are the spells I would want to take anyway...Booming Blade, Chromatic Orb, Thunder Step, Lightning Bolt, Chain Lightning, Whirlwind...they are dynamic, visually fun spells!
The caveat to my answer is that I have only actually played Storm Sorcerer (and only as a multi-class). However, it was the one I wanted to play the MOST, so I guess that makes it my favorite.
I've only played Storm Sorceror. I've been enjoying it quite a bit. The little extra movement after using Thunder or Lightening spells is really nice for GTFO after blasting stuff with stuff like Thunderwave, as is the extra bit of damage at level six.
Hombrew: Way of Wresting, Circle of Sacrifice
Shadow Sorcerer for me just for the quirk "You blinked. Once. Last week"
Wild magic. It gives you an excuse to play really interesting (perhaps sub-optimal) characters that you wouldn't normally think of as sorcerers.
I want an excuse to break out my dwarven sorceror again... He was a smith, went mining for ore, fell down a dark hole, woke up above ground with no memory of how he got there and a strange ability to cast spells. Oh, and he made himself a warhammer with some strange runes on it that he can't read. The hammer is his arcane focus. :)
(Sure, he could just as easily be an unsuspecting warlock, but I didn't want to play him that way...)
So far I've only ever played a Wild Magic and a UA Giant Soul sorcerer, and while I enjoyed them both, I think the Wild Magic one provided more opportunities for fun gameplay/mechanics. On the other hand, the Giant Soul origin inspired me with some interesting backstory ideas that provided nice opportunities for rolepay.
Now I also have to say I'm very eager to try out the new UA Aberrant Mind sorcerer, which looks creepy and fun!
Author of Fellozial's Ultimate Guide to Poison, The Primal Gith, and other forthcoming titles at DMs Guild
I chose shadow. Mainly, because I would play it as a person with theives' blood, his lineage was all rogues.
Divine soul to fix the small selection of spells. You also get the feel of being the offspring of a god or diety. Twin casting the heal(healing) spell or guiding bolt is crazy good.
My first 5e character was a blue draconic sorcerer, and I sip calculator crossword solver epfo had a blast with him. Even if fire is the best choice, it's still fun to play these sort of characters.
i am the fan of the Wild Magic, Wild Magic begins with Daine, our new protagonist. She’s a thirteen year old bastard orphan, making her way to Tortall with Onua – who buys horses for the Queens Riders. In the years since Lioness Rampant, Thayet created a new branch of the army which allows women to fight. On the way to Tortall, Daine and Onua encounter stormwings (half human half metal bird monsters), cinema hd spidrens (half human half spider monsters), and a strange hawk who is also a sorcerer called ‘Numair’. Once they arrive at Corus, Numair tells Daine that she has wild magic, which allows her to talk to animals and to heal them. We see Tortall under siege by monsters called immortals who’ve returned to the mortal realms after being locked in the divine realm centuries ago. Diane studies with Numair and helps Onua train the Riders.
I tend to choose subclasses based on flavor and thematics over mechanics typically. So for me, it's a tie between Draconic and Shadow Sorcerers. Though I also like the Storm and Divine Soul Sorcerers, as well as the UA Phoenix and Sea Sorcerers.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Homebrew - Circle of the Living Machines Druid, Path of the Dragon Soul Barbarian
My hombrew Great Wyrm Dragons
I think it would be interesting if these were revisited by making a sort of Primordial or Elder Elemental sorcerous origin. You could make it kind of similar to the Genie patron Warlock with a small subset of abilities based around which Elder Elemental formed your origin: Phoenix, Leviathan, Tempest, or Zaratan.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Man, if one of these "new books" coming out is some kind of Elemental Planes-styled sourcebook, can you imagine the potential?
A more comprehensively-detailed guide to the City of Brass...or the labyrinthian tunnel-cities of the Dao on the Elemental Plane of Earth...
They could even make adjustments to the genasi...shore-up some of their weaknesses by creating an Elemental Lineage.
I love your possibility of an Elder Elemental Sorcerer Origin, as well...those monsters are iconic in their own right.
Tamora Pierce is one of my favourite authors, and the Immortals quartet was the first series of hers that I read :)
I do so like my Draconis Sorcerers. I find the idea of mighty dragons of any type taking on human/elven/halfling/orcish etc. shape and mating with creatures of other races to be interesting, intriguing and sometimes hilarious.
There once was a red dragon called Embertouch who spread terror and fear for miles around his lair. He had a fairly big treasure hoard, collected from attacking passing merchants or nearby villages. But one day Embertouch found that there wasn't anything more to plunder from the farms and no merchant wanted to travel through his domain. He was a bit lazy and didn't want to move his hoard. Instead he took on the shape of the local halflings and descended his mountain. Why? Maybe he was bored. Maybe he was (gasp!) lonely? Maybe he was curious to find out what kind of creatures the halflings were in the villages close to his mountain? No one really knows, perhaps not even Embertouch. But still to this day the halflings around the smoking mountain speak of the weird man who wandered in from the wildlands. The Halfling who only spoke in common and a weird language that seemed to be made up only of hisses, snarls and growls. Who tried bossing around anyone and everyone. And who would have been driven from the village if the mayors daughter hadn't shown pity on the fellow "who obviously was one egg short of a basket" and let him sleep in the servants quarters. The villagers came to call him the Weird-one. And the name stuck. He stayed in the village for about three years before disappearing, doing menial chores from time to time, but mostly grumbling and going on about how all this was beneath him... But he must have had some good sides as well. Over the years he did become quite popular among some of the boys and girls of the village, not least the mayors daughter. It was all in all ten good years. The harvests were good, the weather fine and no one heard anything from "Old-Emberbottom-up-on-the-hill" (Mr. Weird always glowered on anyone who called the dragon such names).
Then one day he was gone. Just up and left, and no one know where to. At about the same time the mayors daughter (and some other girls as well, come to think of it) showed signs of child-bearing.
Anyway, My great-grandmother later came to be the mayor of that very village, just like her mother, but her son had a restless soul and he became an a travelling bard. One day I'd like to find my way back to that little nameless village in the shadow of the smoking mountain, if it's still there. There I'd love to find a certain Mr. Weird and ask him whether he knows anything about the bright ruby-red scales i sport on my back. Or if he knows anything of why I can summon fire and flames with but a flick of my fingers, even though I've never learned from any wizard. Actually, I have quite a few questions for my great-grandfather, as I suspect him to be...
I do so like the possibilities for interesting and funny background stories for sorcerers of draconic bloodlines.
Mechanically I like Shadow Magic or the new Clockwork Soul; but thematically my favourites are Draconic Bloodline or Wild Magic, I just wish WotC would update or "replace" them as both have pretty "meh" features after 1st level and could really do with spell lists.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
I love dragons so for me it has to be the draconian bloodline
Wisea$$ DM and Player since 1979.