As the title says - the latest UA has a sorceror based on Shandril Shessar from the FR novels. on first read it looks fairly good to me so what are other folks thoughts?
I love it. This is what I think of when I imagine a sorcerer.
edit: I just realized bolstering flames lets you give the whole party 4+cha temporary hit points outside of combat. They should probably only let those features be used when innate sorcery is active
edit again: The wording is vague and may or may not allow that. edit again again: I misread it.
I love it. This is what I think of when I imagine a sorcerer.
edit: I just realized bolstering flames lets you give the whole party 4+cha temporary hit points outside of combat. They should probably only let those features be used when innate sorcery is active
edit again: The wording is vague and may or may not allow that.
For the Bolstering Flames (Level 3) You have to spend one of your precious Sorcery points doing something to add or replenish that 1d4 + CHA (+Level at Level 14+) temp HP to one character within 30 feet, once per turn.
The Path of the World Tree Barbarian allows the character at level 3 to add/replenish (Rage Damage bonus)d6 Temporary HP to one character within 10 feet at the start of a turn where the Barbarian is Raging.
The Artillerist Artificer's Protector cannon (also available at Level 3) can add/replenish 1d8 + INT Temp HP every round to every character of the Artillerist's choice within 10 feet of the canon, for as long as the cannon lasts (up to one hour, unless dismissed or destroyed.)
So the TempHP of Bolstering Flames is kind of nice, but is kind of lacking in comparison to the Temp HP published subclasses can do already, and all those Temp HP will remain until damaged away, or a Long Rest occurs. I don't see much of a reason to limit the Spellfire Sorcerer's Temp HP to just existing while Innate Sorcery is active.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
It seems pretty flavorful and cool to me! Adding rider effects to metamagic is an interesting gimmick that I quite like. It doesn't seem to strong or to weak, which is good in my opinion.
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Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.
As the title says - the latest UA has a sorceror based on Shandril Shessar from the FR novels. on first read it looks fairly good to me so what are other folks thoughts?
Wisea$$ DM and Player since 1979.
I love it. This is what I think of when I imagine a sorcerer.
edit: I just realized bolstering flames lets you give the whole party 4+cha temporary hit points outside of combat. They should probably only let those features be used when innate sorcery is active
edit again: The wording is vague and may or may not allow that. edit again again: I misread it.
Extended signature
For the Bolstering Flames (Level 3) You have to spend one of your precious Sorcery points doing something to add or replenish that 1d4 + CHA (+Level at Level 14+) temp HP to one character within 30 feet, once per turn.
The Path of the World Tree Barbarian allows the character at level 3 to add/replenish (Rage Damage bonus)d6 Temporary HP to one character within 10 feet at the start of a turn where the Barbarian is Raging.
The Artillerist Artificer's Protector cannon (also available at Level 3) can add/replenish 1d8 + INT Temp HP every round to every character of the Artillerist's choice within 10 feet of the canon, for as long as the cannon lasts (up to one hour, unless dismissed or destroyed.)
So the TempHP of Bolstering Flames is kind of nice, but is kind of lacking in comparison to the Temp HP published subclasses can do already, and all those Temp HP will remain until damaged away, or a Long Rest occurs. I don't see much of a reason to limit the Spellfire Sorcerer's Temp HP to just existing while Innate Sorcery is active.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
I misread it and thought that you could use it as a bonus action without expending sorcery points.
Extended signature
It seems pretty flavorful and cool to me! Adding rider effects to metamagic is an interesting gimmick that I quite like. It doesn't seem to strong or to weak, which is good in my opinion.
Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.
I do like it for the most part but I do think it needs 2 changes.
The Damage from Radiant fire should be 3d6 at level 3 or keep it at 1d6 but no save. 1d6 with a dex save make it useless.
Also I think the Absorb spell ability should also make the person counterspelled lose the spell slot as you stole the energy to get the 1d4 sp back.
I spell Goodly.