I believe it was Dael Kingsmill who suggested an idea I've grown rather fond of: a warforged wild magic sorcerer who's basically a walking Staff of the Magi.
The optimal choice is pretty much any race that comes with a +2 to charisma.
For myself I like the Descendant of Levistus or Glasya Tiefling. Probably Glasya. Coming with the minor illusion cantrip, and with the disguise self and invisibility spells as racial traits (how often will you use those spells in one day?). The +1 dexterity is just where you want it to build a Draconic sorcerer with a fair armour save.
If we stick to just the Player's Handbook, the answer is Half-Elf.
For any charisma caster and most other classes the correct answer is Half-Elf. Paladin, Sorcerer, Warlock, Bard, Half-Elf is great. Any other class is good with Half-Elves.
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Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Any race with a bonus to CHA (or flexible bonus) is a solid choice and variant human is, as always, a solid choice as well due to the free feat.
Dragonborn: A classic and they get a +1 to CHA which can be very useful. The +2 to STR is irrelevant unless you're planning to go Sorc-a-din (which is not an uncommon build). The breath weapon isn't bad at low levels, but you're probably rocking better once you get a few levels under your belt. The real nice thing is the damage resistance which can help a LOT! That said, it's not really THAT break-out OP either.
Dwarf: An unusual choice to be certain, but not a bad one. The CON bonus alone is very nice for both staying alive and maintaining concentration and a resistance to poison is nice as well. Hill dwarves will get extra HP which, as I said, is wonderful for actually staying alive. Mountain Dwarves don't really do much for you unless you're going sorc-a-din. It would be a-typical but far from bad to use a Hill Dwarf and a mountain dwarf can work as a Sorc-a-din.
Elf: The classic. A DEX bonus means higher AC (though it's not likely high enough to matter unless you specifically invest into it) and, more importantly, higher Initiative. Being able to Trance is deceptively useful especially if, for some reason, you specc into pact of the Genie warlock as well which would let you long-rest in your vessel while your party just carried you around (since even at level 1 you'd be able to trance to LR in 4 hours). Drow get a +1 CHA bonus and, if you don't mind focusing on saves instead of attack rolls (which isn't the worst), the sunlight sensativity won't harm you in combat. Drow magic is a few extra spells as well which is nice to alleviate pressure on your spell list, but at the same time, dancing lights, faerie fire, and darkness (especially a darkness you can't see through) aren't the best. Eldarin don't offer much beyond a single misty step which is, admittedly, a wonderful spell that you'll constantly use. High Elf will net you a free wizard cantrip which, while nice, isn't that stunning. Mark of the Shadow gives you a +1 CHA bonus and, more importantly, a bunch of spells added. Though dependeding on your GM they're merely avalible to you, not actually part of your spell list unless you pick them, which if they rule that, ruins it. The free invisibility and minor illusion are wonderful though. Wood Elf gives +5 movement speed which is a LOT better than it sounds since you'll be able to consistantly distance yourself from most foes and Mask of the Wild can be useful in shaking pursuers.
Gnome. Intelligence doesn't offer much to a sorc, the lower movement speed can really hurt, but an automatic advantage on saving throws against most magic is very nice for a sorc. Deep Gnomes get a +1 DEX which isn't the worst, but not amazing either. Forest gnomes gets you that and Minor Illlusion, but it runs off of INT instead of CHA, so probably not worth caring about. Mark of Scribing has a +1 CHA, but the spells of the mark will depend on your GM (and, honestly, I'd be ruling that they'd simply be options for you to pick, not part of your inherent spell list, which is nowhere near as good.) Rock Gnomes get a +1 to CON which is good for staying alive and concentration checks, but not really 'worth it' as it were. On the whole, best to avoid gnome for a sorc.
Half-elf is the iconic sorc race. +2 to CHA and the ability to bump up two other scores of your choice by 1 is wonderful, some defense against charms/sleep as well. It doesn't offer much beyond that but it doesn't really NEED to. You'll have a solid stat base, two additional skill proficiencies of your choice, and some resistance against CC magic to boot. You can't really go wrong here if you're a newcomer.
Halfling: +2 DEX is great for AC and Initative and Lucky is an amazing racial to have as it makes it extremely unlikely you'll ever get a nat 1. A 25 foot base movement isn't the best though. Lightfoot get a +1 CHA and the ability to hide inside the party to boot. Stout get +1 CON and resistance to poison which is nice as well. All in all, a great choice for most sorcs.
Half-orc: +2 STR is really not doing you anything good. +1 CON is okay and an auto-proficiency in intimidation can be useful. Relentless endurance is surprisingly useful since, if a foe DOES get close and drop you, you basically get one more shot before being downed for good. But, on the whole, you're just not using your race and class to the best of their advantages.
Human: +1 to all stats is okay. Means a +1 to CON, DEX, and CHA. But if we go variant human we can bump up only two stats by +1, but get a payoff of a free feat at level 1. I cannot stress how insanely useful this is as there's ample feats that just really up your gameplay. Even on a basic level something like Elemental Adept can be insanely useful, negating resistance (but not immunity) to a damage type and turning all 1's into 2's on damage rolls. Not to mention other stuff you can take like Lucky or Mobile. Is it the best? Probably not... But I would say that, from a meta-gaming standpoint, you should be weighting your decision around 'is it better than what I'd get with the free feat?'
Tiefling: +1 to INT doesn't do you much good, but a +2 to CHA does. Innate resistance to fire (one of the more common damage types) is very nice as well. Infernal legacy will alleviate some spell list pressure even if the spells aren't the best. If you go variant, don't be surprised if your GM takes your wings in some way, though Devil's Tongue and Hellfire are still both good racials.
On the whole I'd suggest a half-elf for a starting sorc since their solid stat bonuses will always be useful. Once you're more comfortable with the game you can look into the other stuff. Even a half-orc can be a pretty viable sorc with it's CON bonus and ability to get up once after hitting 0. Look at it like a tool kit. A hammer (CHA bonus?) is very useful, but if all you bring to the worksite is hammers, unless that was your job, don't be surprised if your coworkers outperform you. Sometimes you're the hammer guy and just need a REALLY big hammer, but having a variety of tools that you know how to use is often better.
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I believe it was Dael Kingsmill who suggested an idea I've grown rather fond of: a warforged wild magic sorcerer who's basically a walking Staff of the Magi.
The optimal choice is pretty much any race that comes with a +2 to charisma.
For myself I like the Descendant of Levistus or Glasya Tiefling. Probably Glasya. Coming with the minor illusion cantrip, and with the disguise self and invisibility spells as racial traits (how often will you use those spells in one day?). The +1 dexterity is just where you want it to build a Draconic sorcerer with a fair armour save.
If we stick to just the Player's Handbook, the answer is Half-Elf.
The answer is always Half-Elf.
For any charisma caster and most other classes the correct answer is Half-Elf. Paladin, Sorcerer, Warlock, Bard, Half-Elf is great. Any other class is good with Half-Elves.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Best race for sorcerer? Dragonborn!
Best race for cleric? Dragonborn!
Best race for fighter? Dragonborn!
Why??? DRAGONBORN!!!
Thank you for attending my Ted Talk. Parking will not be validated.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
I disagree with all of those. Dragonborn are cool as hell, but their racial features are more than lackluster.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Class:sorcerer Best race with class=astral elf in my opinion
Any race with a bonus to CHA (or flexible bonus) is a solid choice and variant human is, as always, a solid choice as well due to the free feat.
Dragonborn: A classic and they get a +1 to CHA which can be very useful. The +2 to STR is irrelevant unless you're planning to go Sorc-a-din (which is not an uncommon build). The breath weapon isn't bad at low levels, but you're probably rocking better once you get a few levels under your belt. The real nice thing is the damage resistance which can help a LOT! That said, it's not really THAT break-out OP either.
Dwarf: An unusual choice to be certain, but not a bad one. The CON bonus alone is very nice for both staying alive and maintaining concentration and a resistance to poison is nice as well. Hill dwarves will get extra HP which, as I said, is wonderful for actually staying alive. Mountain Dwarves don't really do much for you unless you're going sorc-a-din. It would be a-typical but far from bad to use a Hill Dwarf and a mountain dwarf can work as a Sorc-a-din.
Elf: The classic. A DEX bonus means higher AC (though it's not likely high enough to matter unless you specifically invest into it) and, more importantly, higher Initiative. Being able to Trance is deceptively useful especially if, for some reason, you specc into pact of the Genie warlock as well which would let you long-rest in your vessel while your party just carried you around (since even at level 1 you'd be able to trance to LR in 4 hours). Drow get a +1 CHA bonus and, if you don't mind focusing on saves instead of attack rolls (which isn't the worst), the sunlight sensativity won't harm you in combat. Drow magic is a few extra spells as well which is nice to alleviate pressure on your spell list, but at the same time, dancing lights, faerie fire, and darkness (especially a darkness you can't see through) aren't the best. Eldarin don't offer much beyond a single misty step which is, admittedly, a wonderful spell that you'll constantly use. High Elf will net you a free wizard cantrip which, while nice, isn't that stunning. Mark of the Shadow gives you a +1 CHA bonus and, more importantly, a bunch of spells added. Though dependeding on your GM they're merely avalible to you, not actually part of your spell list unless you pick them, which if they rule that, ruins it. The free invisibility and minor illusion are wonderful though. Wood Elf gives +5 movement speed which is a LOT better than it sounds since you'll be able to consistantly distance yourself from most foes and Mask of the Wild can be useful in shaking pursuers.
Gnome. Intelligence doesn't offer much to a sorc, the lower movement speed can really hurt, but an automatic advantage on saving throws against most magic is very nice for a sorc. Deep Gnomes get a +1 DEX which isn't the worst, but not amazing either. Forest gnomes gets you that and Minor Illlusion, but it runs off of INT instead of CHA, so probably not worth caring about. Mark of Scribing has a +1 CHA, but the spells of the mark will depend on your GM (and, honestly, I'd be ruling that they'd simply be options for you to pick, not part of your inherent spell list, which is nowhere near as good.) Rock Gnomes get a +1 to CON which is good for staying alive and concentration checks, but not really 'worth it' as it were. On the whole, best to avoid gnome for a sorc.
Half-elf is the iconic sorc race. +2 to CHA and the ability to bump up two other scores of your choice by 1 is wonderful, some defense against charms/sleep as well. It doesn't offer much beyond that but it doesn't really NEED to. You'll have a solid stat base, two additional skill proficiencies of your choice, and some resistance against CC magic to boot. You can't really go wrong here if you're a newcomer.
Halfling: +2 DEX is great for AC and Initative and Lucky is an amazing racial to have as it makes it extremely unlikely you'll ever get a nat 1. A 25 foot base movement isn't the best though. Lightfoot get a +1 CHA and the ability to hide inside the party to boot. Stout get +1 CON and resistance to poison which is nice as well. All in all, a great choice for most sorcs.
Half-orc: +2 STR is really not doing you anything good. +1 CON is okay and an auto-proficiency in intimidation can be useful. Relentless endurance is surprisingly useful since, if a foe DOES get close and drop you, you basically get one more shot before being downed for good. But, on the whole, you're just not using your race and class to the best of their advantages.
Human: +1 to all stats is okay. Means a +1 to CON, DEX, and CHA. But if we go variant human we can bump up only two stats by +1, but get a payoff of a free feat at level 1. I cannot stress how insanely useful this is as there's ample feats that just really up your gameplay. Even on a basic level something like Elemental Adept can be insanely useful, negating resistance (but not immunity) to a damage type and turning all 1's into 2's on damage rolls. Not to mention other stuff you can take like Lucky or Mobile. Is it the best? Probably not... But I would say that, from a meta-gaming standpoint, you should be weighting your decision around 'is it better than what I'd get with the free feat?'
Tiefling: +1 to INT doesn't do you much good, but a +2 to CHA does. Innate resistance to fire (one of the more common damage types) is very nice as well. Infernal legacy will alleviate some spell list pressure even if the spells aren't the best. If you go variant, don't be surprised if your GM takes your wings in some way, though Devil's Tongue and Hellfire are still both good racials.
On the whole I'd suggest a half-elf for a starting sorc since their solid stat bonuses will always be useful. Once you're more comfortable with the game you can look into the other stuff. Even a half-orc can be a pretty viable sorc with it's CON bonus and ability to get up once after hitting 0. Look at it like a tool kit. A hammer (CHA bonus?) is very useful, but if all you bring to the worksite is hammers, unless that was your job, don't be surprised if your coworkers outperform you. Sometimes you're the hammer guy and just need a REALLY big hammer, but having a variety of tools that you know how to use is often better.