This is the second part of the Sorcerer Subclass Evaluation! After I do this, I will hold a poll for which class's subclasses will be evaluated next. Without further ado, here we go.
Divine Soul
You were blessed and/or chosen by a deity to carry out their divine work, or had an ancestor who was a celestial being. This doesn't require you to have faith in the particular deity, but you have the power nonetheless. Good description.
1st level, Divine Magic: First of all, these sorcerers can learn spells from the cleric OR sorcerer spell lists. But this brings up the problem that with so many choices, you only have 15 spells by level 20. 15 choices to choose from tons and tons spells. If I were going to change anything, it would be to allow these sorcerers to change their spells every day like cleric does, but I guess that would unbalance things. The second part of this feature is that you get an extra 1st level cleric spell known that is based on the alignment of the being that gives you power. Good, not too powerful, and full of roleplaying opportunities.
1st level, Favored by the Gods: Solid feature. Once per short rest, you can choose to add 2d4 to a failed attack roll or saving throw. One of the best parts of this feature is that you use it after you know you failed, so that you don't end up wasting the feature. Looking pretty good so far.
6th level, Empowered Healing: Okay, what is with the 6th level features being bad and using sorcery points? Sorry for ranting. Empowered healing gives you the ability to use 1 sorcery point to reroll the dice of a healing spell that you or an ally casts. I guess it's better than Bend Luck though, because it doesn't use your reaction and only uses 1 sorcery point.
14th level, Otherworldly Wings: Borrowing from Draconic Bloodline I see? This feature is almost the same. Bonus action to get 30 foot flying speed until you're incapacitated or dismiss them, and has no drawbacks on clothing or armor. Gives a nice bit of roleplaying opportunity, because the wings look different depending on which alignment your free Divine Magic spell came from.
18th level, Unearthly Recovery: Woah. This is POTENT. As a bonus action while below half of your hit point maximum, you can regain half of your maximum hit points. This effectively makes you 50% more durable in the fight you use it in. And it can help when you need to heal up and you can't wait for a short rest.
Overall, I give this a 7/10 in roleplaying ability and a 7/10 in power. Final Evaluation 7/10
Shadow Magic
This one is an extremely unique subclass. It's the only one that gives a feature at 3rd level, and even gives a table of quirks for your sorcerer to give more roleplaying opportunities. I like this a lot.
1st and 3rd levels, Eyes of the Dark: First part is simple. You get 120 foot darkvision. That's as good as a drow's, without sunlight sensitivity. Second part (at 3rd level) is that you learn darkness for free, and you can cast it with spell slots or 2 sorcery points per casting. If you use sorcery points to cast it, then you can see through the darkness made by the spell. Very utility based, and very cool.
1st level, Strength of the Grave: A nice defense feature that is good for surviving, but worse than the half-orc's Relentless Endurance. Basically, when you go to 0 hit points, you can make a Charisma save to go to 1 instead. The DC for the saving throw is 5 + the damage taken. Once you successfully use this feature, you must finish a long rest before you can use it again. You cannot use this if you were reduced to 0 by radiant damage or a critical hit.
6th level, Hound of Ill Omen: Thank you Wizards for making Heightened metamagic useless(sarcasm)! This feature is really cool and is a another good roleplaying opportunity. As a bonus action, you spend 3 sorcery points to create a shadow wolf that has a single target and can only track that target down. If the target is next to the wolf, then it has disadvantage on saving throws against spells you cast. And this includes all saving throws, so hold person/monster? The boss is dead, being chewed on by your apparition of shadow.
14th level, Shadow Walk: Niiiice. Simple and powerful. While in darkness or dim light, you can teleport up to 120 feet to another area of darkness or dim light that you can see, as a bonus action. This thing is just handing out bonus action features left and right, and it's not like the last one's gonna be-
18th level, Umbral Form: Really? I like it, but really? *Sigh*. Don't get me wrong, I like this feature, but it kind of takes away from the other features, because it, is activated, by, a, bonus, ACTION. When you activate this ability, you spend 6 sorcery points to turn into an avatar of pure shadow. While in the form you have resistance to almost all damage, and can go through objects and creatures. It lasts for a minute, until you die, are incapacitated, or dismiss it.
This one is so good, I give it a 8.5/10 in roleplaying ability, but a 6.5/10 in power, since three of the abilities require a bonus action. Final evaluation 7.5/10
Storm Sorcery (Aka the subclass where they dumped all the excess power and stole roleplaying from).
Look. I'm sorry, but this is how I feel. The description for this is basically, you have power from storms. You might have had a Djinn ancentor. You can control weather. I don't like this subclass, but only because it is the most overpowered one of the lot. That's not even the biggest problem I have with it.
1st level, Wind Speaker: Congratulations, you now know Primordial. That's it. I know it's not that different from Dragon Ancestor, but this is literally a feature all about a language.
1st level, Tempestuous Magic: This is an okay feature, but it scales really slowly. Immediately before or after you cast a spell of 1st level or higher, you can use a bonus action to fly 10 feet without provoking opportunity attacks. The reason I don't like it very much is because it's literally 10 feet, and at 1st level, you can do it a total of twice per long rest. 2nd level is 3 times, and then it picks up better, but for when you first choose this, it's not very good.
6th level, Heart of the Storm: This is where it starts to get unbalanced. You get two resistances right off the bat(lightning and thunder), and whenever you cast a spell of 1st level or higher that deals one of those damages, every creature of your choice within 10 feet takes half your sorcerer level in one of those damages. Therefore, at 6th level, as long as you have enemies near you to activate this part of the feature, you have an unavoidable 3 lightning/thunder damage per target that you affect every time you activate this on a long rest, without even factoring in the spells themselves. This might not seem like a lot, but you can take it even further by using sorcery points to make more spell slots.
6th level, Storm Guide: This might be one of the only redeeming qualities of Storm Sorcery. You can alter the rain and wind to give people the feeling that you control the weather. And you kinda do. :)
14th level, Storm's Fury: Okay, can we just take a moment to take in the fact that Storm Sorcery has three features that have the word 'storm' in them? This one is pretty simple. When someone hits you with a melee attack, you can use you reaction to deal lightning damage to them equal to your sorcerer level. They must also make a Strength save against your spell save DC or be knocked back 20 feet from you.
18th level, Wind Soul (Goodbye Sanity): *Screams can be heard in the distance, sounding kind of like "Why WOTC?"*. You now have immunity to lightning and thunder damage. By itself, that shouldn't be too bad, right? That's not all. You get a 60 foot flying speed, and you can give some of that to your friends, so that the raging barbarian with a +3 maul can fly. Yeah. BROKEN.
Note: This last evaluation was just to be funny. In all seriousness, I actually think that Storm Sorcery is a fine subclass to play, and it does provides a few roleplaying opportunities, even if it is a little overpowered.
Power: 9.5/10. The only reason it's not a 10/10 is because of that 1st level ability. Roleplaying: 5.5/10. Final evaluation 7.5/10
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Divine soul I think is by far the most broken. It’s fearures cover the only real weakness of the sorcerer class and then some. Most campaigns I’ve been in and have be told about never even reach 12 let alone 14 or 18th. Storm sorcerer is great but it’s not a front stacked subclass like divine soul is. Just my opinion on the matter.
Divine soul I think is by far the most broken. It’s fearures cover the only real weakness of the sorcerer class and then some. Most campaigns I’ve been in and have be told about never even reach 12 let alone 14 or 18th. Storm sorcerer is great but it’s not a front stacked subclass like divine soul is. Just my opinion on the matter.
Yeah, Divine soul is really versatile, but I don't think it's broken. In fact, it's even harder for them to choose what spells they get, because sorcerers get really few spells known. The divine origin helps a little with that though. I mostly don't like it as much because of the 6th level, which feels like it's forcing the player in a certain direction.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Oh I didn’t mean actually broken. Just more so, closer to being broken than other sub classes. Yeah it definitely is heavily flavored to go a certain direction. Felt that heavily when I was a divine soul warlock as well. Pulled in too many different directions.
Storm sorcerer isn't too overpowered. It's abilities are all designed around melee, but if there's one thing sorcerers don't do well, it's sit in melee and get pounded on. It's 18th level feature is great if you get there, but you probably won't actually see this feature until 20th, due to the need to multiclass.
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
As I have said in other evaluations, I am bringing my opinion into this, and if you look, you can see I was making a big deal about it for fun, and I think it's fine mechanically, even if you don't have as much roleplay ability as the other subclasses.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
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This is the second part of the Sorcerer Subclass Evaluation! After I do this, I will hold a poll for which class's subclasses will be evaluated next. Without further ado, here we go.
Divine Soul
You were blessed and/or chosen by a deity to carry out their divine work, or had an ancestor who was a celestial being. This doesn't require you to have faith in the particular deity, but you have the power nonetheless. Good description.
1st level, Divine Magic: First of all, these sorcerers can learn spells from the cleric OR sorcerer spell lists. But this brings up the problem that with so many choices, you only have 15 spells by level 20. 15 choices to choose from tons and tons spells. If I were going to change anything, it would be to allow these sorcerers to change their spells every day like cleric does, but I guess that would unbalance things. The second part of this feature is that you get an extra 1st level cleric spell known that is based on the alignment of the being that gives you power. Good, not too powerful, and full of roleplaying opportunities.
1st level, Favored by the Gods: Solid feature. Once per short rest, you can choose to add 2d4 to a failed attack roll or saving throw. One of the best parts of this feature is that you use it after you know you failed, so that you don't end up wasting the feature. Looking pretty good so far.
6th level, Empowered Healing: Okay, what is with the 6th level features being bad and using sorcery points? Sorry for ranting. Empowered healing gives you the ability to use 1 sorcery point to reroll the dice of a healing spell that you or an ally casts. I guess it's better than Bend Luck though, because it doesn't use your reaction and only uses 1 sorcery point.
14th level, Otherworldly Wings: Borrowing from Draconic Bloodline I see? This feature is almost the same. Bonus action to get 30 foot flying speed until you're incapacitated or dismiss them, and has no drawbacks on clothing or armor. Gives a nice bit of roleplaying opportunity, because the wings look different depending on which alignment your free Divine Magic spell came from.
18th level, Unearthly Recovery: Woah. This is POTENT. As a bonus action while below half of your hit point maximum, you can regain half of your maximum hit points. This effectively makes you 50% more durable in the fight you use it in. And it can help when you need to heal up and you can't wait for a short rest.
Overall, I give this a 7/10 in roleplaying ability and a 7/10 in power. Final Evaluation 7/10
Shadow Magic
This one is an extremely unique subclass. It's the only one that gives a feature at 3rd level, and even gives a table of quirks for your sorcerer to give more roleplaying opportunities. I like this a lot.
1st and 3rd levels, Eyes of the Dark: First part is simple. You get 120 foot darkvision. That's as good as a drow's, without sunlight sensitivity. Second part (at 3rd level) is that you learn darkness for free, and you can cast it with spell slots or 2 sorcery points per casting. If you use sorcery points to cast it, then you can see through the darkness made by the spell. Very utility based, and very cool.
1st level, Strength of the Grave: A nice defense feature that is good for surviving, but worse than the half-orc's Relentless Endurance. Basically, when you go to 0 hit points, you can make a Charisma save to go to 1 instead. The DC for the saving throw is 5 + the damage taken. Once you successfully use this feature, you must finish a long rest before you can use it again. You cannot use this if you were reduced to 0 by radiant damage or a critical hit.
6th level, Hound of Ill Omen: Thank you Wizards for making Heightened metamagic useless(sarcasm)! This feature is really cool and is a another good roleplaying opportunity. As a bonus action, you spend 3 sorcery points to create a shadow wolf that has a single target and can only track that target down. If the target is next to the wolf, then it has disadvantage on saving throws against spells you cast. And this includes all saving throws, so hold person/monster? The boss is dead, being chewed on by your apparition of shadow.
14th level, Shadow Walk: Niiiice. Simple and powerful. While in darkness or dim light, you can teleport up to 120 feet to another area of darkness or dim light that you can see, as a bonus action. This thing is just handing out bonus action features left and right, and it's not like the last one's gonna be-
18th level, Umbral Form: Really? I like it, but really? *Sigh*. Don't get me wrong, I like this feature, but it kind of takes away from the other features, because it, is activated, by, a, bonus, ACTION. When you activate this ability, you spend 6 sorcery points to turn into an avatar of pure shadow. While in the form you have resistance to almost all damage, and can go through objects and creatures. It lasts for a minute, until you die, are incapacitated, or dismiss it.
This one is so good, I give it a 8.5/10 in roleplaying ability, but a 6.5/10 in power, since three of the abilities require a bonus action. Final evaluation 7.5/10
Storm Sorcery (Aka the subclass where they dumped all the excess power and stole roleplaying from).
Look. I'm sorry, but this is how I feel. The description for this is basically, you have power from storms. You might have had a Djinn ancentor. You can control weather. I don't like this subclass, but only because it is the most overpowered one of the lot. That's not even the biggest problem I have with it.
1st level, Wind Speaker: Congratulations, you now know Primordial. That's it. I know it's not that different from Dragon Ancestor, but this is literally a feature all about a language.
1st level, Tempestuous Magic: This is an okay feature, but it scales really slowly. Immediately before or after you cast a spell of 1st level or higher, you can use a bonus action to fly 10 feet without provoking opportunity attacks. The reason I don't like it very much is because it's literally 10 feet, and at 1st level, you can do it a total of twice per long rest. 2nd level is 3 times, and then it picks up better, but for when you first choose this, it's not very good.
6th level, Heart of the Storm: This is where it starts to get unbalanced. You get two resistances right off the bat(lightning and thunder), and whenever you cast a spell of 1st level or higher that deals one of those damages, every creature of your choice within 10 feet takes half your sorcerer level in one of those damages. Therefore, at 6th level, as long as you have enemies near you to activate this part of the feature, you have an unavoidable 3 lightning/thunder damage per target that you affect every time you activate this on a long rest, without even factoring in the spells themselves. This might not seem like a lot, but you can take it even further by using sorcery points to make more spell slots.
6th level, Storm Guide: This might be one of the only redeeming qualities of Storm Sorcery. You can alter the rain and wind to give people the feeling that you control the weather. And you kinda do. :)
14th level, Storm's Fury: Okay, can we just take a moment to take in the fact that Storm Sorcery has three features that have the word 'storm' in them? This one is pretty simple. When someone hits you with a melee attack, you can use you reaction to deal lightning damage to them equal to your sorcerer level. They must also make a Strength save against your spell save DC or be knocked back 20 feet from you.
18th level, Wind Soul (Goodbye Sanity): *Screams can be heard in the distance, sounding kind of like "Why WOTC?"*. You now have immunity to lightning and thunder damage. By itself, that shouldn't be too bad, right? That's not all. You get a 60 foot flying speed, and you can give some of that to your friends, so that the raging barbarian with a +3 maul can fly. Yeah. BROKEN.
Note: This last evaluation was just to be funny. In all seriousness, I actually think that Storm Sorcery is a fine subclass to play, and it does provides a few roleplaying opportunities, even if it is a little overpowered.
Power: 9.5/10. The only reason it's not a 10/10 is because of that 1st level ability. Roleplaying: 5.5/10. Final evaluation 7.5/10
That's it for Sorcerer folks!
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Yes, I am aware that I messed up the poll. It should have a question mark
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Divine soul I think is by far the most broken. It’s fearures cover the only real weakness of the sorcerer class and then some. Most campaigns I’ve been in and have be told about never even reach 12 let alone 14 or 18th. Storm sorcerer is great but it’s not a front stacked subclass like divine soul is. Just my opinion on the matter.
Yeah, Divine soul is really versatile, but I don't think it's broken. In fact, it's even harder for them to choose what spells they get, because sorcerers get really few spells known. The divine origin helps a little with that though. I mostly don't like it as much because of the 6th level, which feels like it's forcing the player in a certain direction.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Oh I didn’t mean actually broken. Just more so, closer to being broken than other sub classes. Yeah it definitely is heavily flavored to go a certain direction. Felt that heavily when I was a divine soul warlock as well. Pulled in too many different directions.
Storm sorcerer isn't too overpowered. It's abilities are all designed around melee, but if there's one thing sorcerers don't do well, it's sit in melee and get pounded on. It's 18th level feature is great if you get there, but you probably won't actually see this feature until 20th, due to the need to multiclass.
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
As I have said in other evaluations, I am bringing my opinion into this, and if you look, you can see I was making a big deal about it for fun, and I think it's fine mechanically, even if you don't have as much roleplay ability as the other subclasses.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.