I would not say absolute worst. Three worst ones to have a single class party are "Rogue, Monk, or Barbarian" Very little control, no healing, serious magic deficiency. Any one of those can result in Total Party Kill. At least all Sorcerer means you can get yourself some healing. Yes, you will have some serious problems tanking and with non-standard problems that you do not have the right spell for. But you have DPR, healing, control, magic, stealth, and social.
A Divine Soul gets one healing spell if they are good aligned which is touch only. This means they have to go stand right by the thing that just downed their buddy in their no armor, no ability to dodge AoE, no ability to disengage as a BA. Sorcerers have really no ability to deal non magical damage outside of using their 5 proficient weapons which at best deal 1d8 + Dex.
Divine soul can learn any cleric spell and get 1 additional spell that could be cure wounds at level 1 if they are good aligned, but can be swapped out for any cleric spell as they level up.
Making non-spell attacks isn't a requirement. Only 2 creatures in the entire game have limited spell immunity. On the other hand, way more are immune or resistant to non-magic weapons.
True, but Silence or a Beholder could 100% cripple a part of all Sorcerers.
It is a good thing we are talking about sorcerers and not every other type of caster, because sorcerers have subtle spell metamagic to get around silence. Plus, it is a party of arcane casters, they will definitely have counterspell or dispel magic, so silence will not be an issue.
Beholders are no more dangerous to a party of all casters than it is to a party with only 1 caster. It can't reliably shut down more than 1 target at a time.
A Way of the Open Hand Monk with the Crusher feat has LOADS of control, and a Way of Mercy can heal pretty decently, the Way of Shadow is more Rogue-y than some Rogues, and the Sun Soul can act as a long range blaster (or the Four Elements if you really have to).
Sun soul is not a ranged attacker. Sun bolt is 30' range, which at the level you get it is less than a monk's base movement.
Sunburst is 150' but you don't get it till 11th level and then's it a CON save for no damage and does 2d6 radiant unless you spend ki.
A Divine Soul gets one healing spell if they are good aligned which is touch only. This means they have to go stand right by the thing that just downed their buddy in their no armor, no ability to dodge AoE, no ability to disengage as a BA. Sorcerers have really no ability to deal non magical damage outside of using their 5 proficient weapons which at best deal 1d8 + Dex.
Divine soul can learn any cleric spell and get 1 additional spell that could be cure wounds at level 1 if they are good aligned, but can be swapped out for any cleric spell as they level up.
Making non-spell attacks isn't a requirement. Only 2 creatures in the entire game have limited spell immunity. On the other hand, way more are immune or resistant to non-magic weapons.
True, but Silence or a Beholder could 100% cripple a part of all Sorcerers.
Except for subtle spell and distance spell.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Alright can the entire party of a new campaign be all sorcerer's or not,cause my dm says it's against the rules.
Yellowthefellow
There are no rules about party composition.
All clerics. All sorcerer. All fighters. All legal.
You can even all be the same subclass.
Thank you
Yellowthefellow
But it might be against your DM's rules :-)
I would not say absolute worst. Three worst ones to have a single class party are "Rogue, Monk, or Barbarian" Very little control, no healing, serious magic deficiency. Any one of those can result in Total Party Kill. At least all Sorcerer means you can get yourself some healing. Yes, you will have some serious problems tanking and with non-standard problems that you do not have the right spell for. But you have DPR, healing, control, magic, stealth, and social.
Depends on the subclasses. Divine soul and aberrant mind cover most of what the class lacks and can make a pretty balanced party.
Divine soul can learn any cleric spell and get 1 additional spell that could be cure wounds at level 1 if they are good aligned, but can be swapped out for any cleric spell as they level up.
Making non-spell attacks isn't a requirement. Only 2 creatures in the entire game have limited spell immunity. On the other hand, way more are immune or resistant to non-magic weapons.
Both Catapult and Magic Stone does non-magic damage don't they?
It is a good thing we are talking about sorcerers and not every other type of caster, because sorcerers have subtle spell metamagic to get around silence. Plus, it is a party of arcane casters, they will definitely have counterspell or dispel magic, so silence will not be an issue.
Beholders are no more dangerous to a party of all casters than it is to a party with only 1 caster. It can't reliably shut down more than 1 target at a time.
The damage comes from a spell's effect, so it is magical.
5 sorcerer party, low level, throw down 4 web, slow spells or other control and debuff then fire away at a distance
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Sun soul is not a ranged attacker. Sun bolt is 30' range, which at the level you get it is less than a monk's base movement.
Sunburst is 150' but you don't get it till 11th level and then's it a CON save for no damage and does 2d6 radiant unless you spend ki.
Except for subtle spell and distance spell.