I like this, but you are wrong about there not being any subclasses: storm sorcerer. Otherwise cool.
I created this subclass in large part because I looked at the Storm Sorcerer was kept thinking, "All these flight and air movement abilities would rarely be useful for you if you lived in the water all the time." The person who designed it clearly had not kept this fact in mind.
The themes of air and escape are implicitly associated with the Storm Sorc. In designing an aquatic Sorc, I wanted to go in the opposite direction by creating a subclass that can embrace melee combat, which makes more sense from an underwater perspective because of how much more dense water is compared to air.
Yes, there is, but I don't feel that it played to the strengths of Sorcerer abilities and the really special stuff came online way to late to useful for most multi-classing.
It's not bad per se, but it seems way too similar to something lifted from the Warlock playbook. The additional Lighting damage is a lot like a Hexblade Invocation or Agonizing Blast. Forced Movement is lot like Repelling Blast. It's useful but not particularly interesting when Warlocks are also a CHA-emphasis class.
I suppose, but I enjoy features that affect my spells depending on the damage type. Warlock, however, is very focused upon cantrips, while I believe that Sea Sorc only activates on spells that are 1st level or higher. Also, Sea Sorc's Curse of the Sea actually scales - something I think that WotC should do more often. An example could be making most Ability Score / Long Rest features into Proficiency Bonus / Long Rest features. While Warlock is the opposite of MAD - all you need is CHA, and then you don't need to worry about any of the other Ability Scores. Circling back to my main point, most of the Warlock's options don't really scale. (i.e, you start with a 16 or 18 Cha, and by the time you reach 4th level you have a 20 - so not much scaling...)
EDIT: Sorry if I ranted a bit up there - I just felt strongly on the subject.
I would prefer that conversation of this thread stick to the topic. Do you have any thoughts on how to improve the Aquatic Shock Sorcerer?
Yes actually. Back to the main topic, Electro-Kinetic Shock is honestly weak and outpaced by Shocking Grasp very easily. I would essentially make it scale like a Cantrip to make sure it doesn't become redundant.
At low levels it does better damage, then it's about even between 5th and 10th, then outpaced after that. I don't want it to be an infinite use ability like SGrasp, since the flavor is that it's based on the CON and level of the caster to some degree. It's meant to be like a low level Smite that has a rider effect though, so I can see what you mean. 2d8 + weapon damage is not worth much at 10th or 11th level if you can only do it a couple of times between short rests. I need to think about this some more.
At low levels it does better damage, then it's about even between 5th and 10th, then outpaced after that. I don't want it to be an infinite use ability like SGrasp, since the flavor is that it's based on the CON and level of the caster to some degree. It's meant to be like a low level Smite that has a rider effect though, so I can see what you mean. 2d8 + weapon damage is not worth much at 10th or 11th level if you can only do it a couple of times between short rests. I need to think about this some more.
Thanks for the input.
No Problem!
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If you are into UA, there is Sea Sorc as well.
Yes, there is, but I don't feel that it played to the strengths of Sorcerer abilities and the really special stuff came online way to late to useful for most multi-classing.
I suppose, but the 1st level Curse of the Sea feature was pretty neat. However, that's just my opinion.
It's not bad per se, but it seems way too similar to something lifted from the Warlock playbook. The additional Lighting damage is a lot like a Hexblade Invocation or Agonizing Blast. Forced Movement is lot like Repelling Blast. It's useful but not particularly interesting when Warlocks are also a CHA-emphasis class.
I suppose, but I enjoy features that affect my spells depending on the damage type. Warlock, however, is very focused upon cantrips, while I believe that Sea Sorc only activates on spells that are 1st level or higher. Also, Sea Sorc's Curse of the Sea actually scales - something I think that WotC should do more often. An example could be making most Ability Score / Long Rest features into Proficiency Bonus / Long Rest features. While Warlock is the opposite of MAD - all you need is CHA, and then you don't need to worry about any of the other Ability Scores. Circling back to my main point, most of the Warlock's options don't really scale. (i.e, you start with a 16 or 18 Cha, and by the time you reach 4th level you have a 20 - so not much scaling...)
EDIT: Sorry if I ranted a bit up there - I just felt strongly on the subject.
I would prefer that conversation of this thread stick to the topic. Do you have any thoughts on how to improve the Aquatic Shock Sorcerer?
Yes actually. Back to the main topic, Electro-Kinetic Shock is honestly weak and outpaced by Shocking Grasp very easily. I would essentially make it scale like a Cantrip to make sure it doesn't become redundant.
At low levels it does better damage, then it's about even between 5th and 10th, then outpaced after that. I don't want it to be an infinite use ability like SGrasp, since the flavor is that it's based on the CON and level of the caster to some degree. It's meant to be like a low level Smite that has a rider effect though, so I can see what you mean. 2d8 + weapon damage is not worth much at 10th or 11th level if you can only do it a couple of times between short rests. I need to think about this some more.
Thanks for the input.
No Problem!