Well, where to begin. I would advice Wizard as class. It is more straightforward to play. For sorcerer go for the dragon ancestry. I believe there is a pre-generated character on the d&d website.
well as a beginner sorc. is fun but bard or cleric is the simplest full caster. but I understand the want for sorc, I love them too, so my suggestion is:
1. dragon
2. cha highest stat (duh)
3. human variant for the war caster feat.
4. at lvl three pick the heightened and quickened metamagic
5. pick the light, message, firebolt, and minor illusion cantrips
6. pick magic missiles and burning hands as 1st lvl spells
Focus on making a character you'll enjoy more than having the best build. If you have a great story idea for a half-orc sorcerer with a mercenary background, then you'll have more fun playing that than a perfectly optimized character.
Depends on how you want to play. Sorcs can be a good mix of frontliners melee/spell, back line ranged, or even a decent support character. My main character outside of AL is a frontline Melee Sorc so outside of the support and frontline help I can help guide but outside of that Id be a little useless lol. More than willing to help ya out once you figure out about how you want to play that character. Just remember as Lucifax stated focus on making a character you will enjoy. Sometimes that means rolling a different class than first expected.
Want to have the most fun with a sorcerer? Wild Magic is where it is at!
To start with, Wild Magic allows you useage of 'Tides of Chaos.' This ability lets you roll the d20 2 times instead of once whenever you make a check, attack, or save. It then comes back on a short or long rest. The kicker is when you cast a spell, the DM can let you roll on the Wild Magic Table to get it back.
What is this Wild Magic Table?
The best thing ever. Whenever you cast a spell, your dm can let you roll a d20. On a natural one, you surge. Alternatively, if Tides of Chaos is down and you cast a spell, your DM can let you surge to get Tides of Chaos back.
When you Surge, you roll a d100, and a random effect happens from the table. This is the most fun part about Wild Magic. There are some really cool things in here, such as you cast a 5th level magic missile. You cast levitate on yourself. Then there are some bad ones like you cast Fireball on yourself. There are some obscure ones like you grow a beard of feathers, or you turn blue.
All and all, Wild Magic Sorcerers are loads of fun. They have so much raw magical power, that they can't control it and every now and then raw magic manifests itself when they cast.
Focus on making a character you'll enjoy more than having the best build. If you have a great story idea for a half-orc sorcerer with a mercenary background, then you'll have more fun playing that than a perfectly optimized character.
What he said. The main objective of playing D&D is to have a fun time, losing yourself in your character and the world you and your friends create for yourselves.
On sorcerers:
In my opinion Sorcerers are cool because you have flexibility in your use of spells, you don't have to memorise spells in advance in order to cast them. This allows you to use as little or as much of any combination of spells as you require and which your spell slots allow :)
Rollback Post to RevisionRollBack
"Estne volumen in toga, an solum tibi libet me videre?" - Unknown
I've not played any other sorcerer class other than wild mage and I've got to say that the criticisms I've seen of it i disagree with.
The surges are mostly good and add an element of excitement. When you get a good one you feel extremely powerful and can really turn the tables in an encounter. It also provides a great addition to your roleplaying as your character has to deal with the unpredictability of their power. They may be reluctant to even use their powers unless absolutely necessary. You can absolutely play the reluctant hero with this class.
The trick is to not play this sorcerer like other spellcasters. It's worth getting stuck in the thick of it as a lot of your surge effects are AoE. Take some defense spells such as mirror image and shield to keep yourself safe. But play the character like it's all or nothing as it might be a surge rather than an enemy that takes you out the game (well, at least for the first few levels)
I'm really new to the game does anyone have some advice!?
Well, where to begin. I would advice Wizard as class. It is more straightforward to play. For sorcerer go for the dragon ancestry. I believe there is a pre-generated character on the d&d website.
well as a beginner sorc. is fun but bard or cleric is the simplest full caster. but I understand the want for sorc, I love them too, so my suggestion is:
1. dragon
2. cha highest stat (duh)
3. human variant for the war caster feat.
4. at lvl three pick the heightened and quickened metamagic
5. pick the light, message, firebolt, and minor illusion cantrips
6. pick magic missiles and burning hands as 1st lvl spells
WHAT IT DO?
Focus on making a character you'll enjoy more than having the best build.
If you have a great story idea for a half-orc sorcerer with a mercenary background, then you'll have more fun playing that than a perfectly optimized character.
Depends on how you want to play. Sorcs can be a good mix of frontliners melee/spell, back line ranged, or even a decent support character. My main character outside of AL is a frontline Melee Sorc so outside of the support and frontline help I can help guide but outside of that Id be a little useless lol. More than willing to help ya out once you figure out about how you want to play that character. Just remember as Lucifax stated focus on making a character you will enjoy. Sometimes that means rolling a different class than first expected.
Want to have the most fun with a sorcerer? Wild Magic is where it is at!
To start with, Wild Magic allows you useage of 'Tides of Chaos.' This ability lets you roll the d20 2 times instead of once whenever you make a check, attack, or save. It then comes back on a short or long rest. The kicker is when you cast a spell, the DM can let you roll on the Wild Magic Table to get it back.
What is this Wild Magic Table?
The best thing ever. Whenever you cast a spell, your dm can let you roll a d20. On a natural one, you surge. Alternatively, if Tides of Chaos is down and you cast a spell, your DM can let you surge to get Tides of Chaos back.
When you Surge, you roll a d100, and a random effect happens from the table. This is the most fun part about Wild Magic. There are some really cool things in here, such as you cast a 5th level magic missile. You cast levitate on yourself. Then there are some bad ones like you cast Fireball on yourself. There are some obscure ones like you grow a beard of feathers, or you turn blue.
All and all, Wild Magic Sorcerers are loads of fun. They have so much raw magical power, that they can't control it and every now and then raw magic manifests itself when they cast.
Aren't Enchantment Wizards just...charming?
I've not played any other sorcerer class other than wild mage and I've got to say that the criticisms I've seen of it i disagree with.
The surges are mostly good and add an element of excitement. When you get a good one you feel extremely powerful and can really turn the tables in an encounter. It also provides a great addition to your roleplaying as your character has to deal with the unpredictability of their power. They may be reluctant to even use their powers unless absolutely necessary. You can absolutely play the reluctant hero with this class.
The trick is to not play this sorcerer like other spellcasters. It's worth getting stuck in the thick of it as a lot of your surge effects are AoE. Take some defense spells such as mirror image and shield to keep yourself safe. But play the character like it's all or nothing as it might be a surge rather than an enemy that takes you out the game (well, at least for the first few levels)