Rather than trying (perhaps in vain) to get an AC boost without attunement, why not solve your problem with magic? You potentially have access to Blur or Mirror Image. Both are solid choices that make you harder to hit than any realistic AC increase, but they do use your concentration. Just use one of them at the start of combat or just before if you can.
Mirror Image is actually not concentration! So that could work well.
Maybe this thread would better moved to homebrew now that it has taken a turn from:
Why is the non-attunement AC bonus only added to suits of armor and shields?
Into
What are all the other ways a caster should use to avoid taking damage?
I do appreciate the information and advice, it is always super helpful. I was asking it because I am seeking other options outside of spells and the general , "your sorcerer should be easy to hit," statements. My character fell into the scout role because of our group make-up, lots of clanky armor. Tabaxi kinda come with a very basic scout skill set and it is working out well so far. Also, being a draconic sorcerer, my spell selection is tight and already planned out. I have shield and absorb elements for defense, which work fantastic but chew through my slots quickly.
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I do appreciate the information and advice, it is always super helpful. I was asking it because I am seeking other options outside of spells and the general , "your sorcerer should be easy to hit," statements. My character fell into the scout role because of our group make-up, lots of clanky armor. Tabaxi kinda come with a very basic scout skill set and it is working out well so far. Also, being a draconic sorcerer, my spell selection is tight and already planned out. I have shield and absorb elements for defense, which work fantastic but chew through my slots quickly.
"Proficiency in stealth and perception" doesn't automatically make you a scout, but whatever.
You would chew through slots slower if you only used one to prevent getting hit instead of using one every time you would get hit... That is what mirror image and/or blur are for.
How about a feat? Gift of the metalic dragon gives basically a second shield and cure wounds.
Besides that, I can only circle back to: stay out of reach. Use feline agility to quickly retreat to back lines. Climb trees. Use misty step if you have to. 85% of monsters primarily use melee, they can't hit what they can't catch.
I do appreciate the information and advice, it is always super helpful. I was asking it because I am seeking other options outside of spells and the general , "your sorcerer should be easy to hit," statements. My character fell into the scout role because of our group make-up, lots of clanky armor. Tabaxi kinda come with a very basic scout skill set and it is working out well so far. Also, being a draconic sorcerer, my spell selection is tight and already planned out. I have shield and absorb elements for defense, which work fantastic but chew through my slots quickly.
"Proficiency in stealth and perception" doesn't automatically make you a scout, but whatever.
You would chew through slots slower if you only used one to prevent getting hit instead of using one every time you would get hit... That is what mirror image and/or blur are for.
How about a feat? Gift of the metalic dragon gives basically a second shield and cure wounds.
Besides that, I can only circle back to: stay out of reach. Use feline agility to quickly retreat to back lines. Climb trees. Use misty step if you have to. 85% of monsters primarily use melee, they can't hit what they can't catch.
Proficiency in stealth and perception makes you a better scout than someone without those proficiencies.
Mirror Image would be problematic while scouting. It is not exactly stealth friendly by its very nature. The images will not have the same terrain to hide behind. Also, it has too short a duration to hold up long enough for any significant scouting. Blur is less problematic with stealth but still has that duration problem. As for Misty, blur and MI are level 2 slots as well, so that is 3 such slots if you are trying to keep all three up. Plus Sorc's don't have that many known spells to work with.
Using trees as much as possible is a good suggestion, though.
My reply was not about scouting. Only one of my sentences mentioned scouting and it immediately dismissed it.
In case it wasn't clear, OP is having issues with being targeted in combat. My reply was about how to deal with that...
Don't cast spells for repelling attacks when you are not about to be attacked. I didn't know it needed to be said, but here we are... And 1 level 2 slot that prevents the need for 3-4 level 1 slots is pretty good resource management IMO.
Ultimately, GTFO is still the best advice. It doesn't cost anything and it works 4 out of 5 times* (*hypothetically).
Thank you Kotath, it feels like not many people understand that sorcerers are very limited and have to stick to a plan for spell progression if they are following a certain path and the limitation of "just throw spell slots at it".
Also, thank you for noticing that having proficiency in stealth and perception are better than not having them. A climb speed and a free dash to escape when discovered are benefits to scouting coupled with not wearing any armor at all which is exactly what I was inquiring about.
This is the best way to state why I was requesting it, "Gear is an 'always there' option. It takes no spell slots, no action to cast, not even a bonus action or reaction to cast."
If the goal is to GTFO, taking the Fey Touched half-feat for a free Misty Step might be more helpful than Mobile, especially if the sorcerer winds up surrounded by enemies, which would prevent using Disengage to get away. Mobile is a lot more useful for skirmishers to go in, attack just 1 or 2 enemies, and then get out without having to Disengage (my Rogue loved it.)
Or just having the Misty Step spell as a Sorcerer if you don't want to mess with a feat.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Thank you Kotath, it feels like not many people understand that sorcerers are very limited and have to stick to a plan for spell progression if they are following a certain path and the limitation of "just throw spell slots at it".
Also, thank you for noticing that having proficiency in stealth and perception are better than not having them. A climb speed and a free dash to escape when discovered are benefits to scouting coupled with not wearing any armor at all which is exactly what I was inquiring about.
This is the best way to state why I was requesting it, "Gear is an 'always there' option. It takes no spell slots, no action to cast, not even a bonus action or reaction to cast."
Tip of the hat to you Kotath for getting it.
Edit: added more props for Kotath.
We already covered magic items. Every item with an effect for making you harder to hit requires attunement (except potions I guess, but that totally defeats your "always there" requirement as they are less there than spells).
If you are not willing to change any of your planned spells with spells that do what you are asking for that pretty much just leaves feats.
Gift of the metallic dragon and fey/shadow touched are probably your best bets.
Anything more than this will require varying degrees of overpowered homebrew.
We already covered magic items. Every item with an effect for making you harder to hit requires attunement (except potions I guess, but that totally defeats your "always there" requirement as they are less there than spells).
Strictly speaking not true The manual of quickness of action will increase your AC, making you harder hit without requiring attunement but I admit they are hard ot get and only increase your AC by 1 (but do provide other benefits inluding increase your ability to stealth).
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Blink is also not concentration.
Maybe this thread would better moved to homebrew now that it has taken a turn from:
Why is the non-attunement AC bonus only added to suits of armor and shields?
Into
What are all the other ways a caster should use to avoid taking damage?
I do appreciate the information and advice, it is always super helpful. I was asking it because I am seeking other options outside of spells and the general , "your sorcerer should be easy to hit," statements. My character fell into the scout role because of our group make-up, lots of clanky armor. Tabaxi kinda come with a very basic scout skill set and it is working out well so far. Also, being a draconic sorcerer, my spell selection is tight and already planned out. I have shield and absorb elements for defense, which work fantastic but chew through my slots quickly.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
The thread is currently in Tips & Tactics, which is appropriate for the discussion.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
"Proficiency in stealth and perception" doesn't automatically make you a scout, but whatever.
You would chew through slots slower if you only used one to prevent getting hit instead of using one every time you would get hit... That is what mirror image and/or blur are for.
How about a feat? Gift of the metalic dragon gives basically a second shield and cure wounds.
Besides that, I can only circle back to: stay out of reach. Use feline agility to quickly retreat to back lines. Climb trees. Use misty step if you have to. 85% of monsters primarily use melee, they can't hit what they can't catch.
My reply was not about scouting. Only one of my sentences mentioned scouting and it immediately dismissed it.
In case it wasn't clear, OP is having issues with being targeted in combat. My reply was about how to deal with that...
Don't cast spells for repelling attacks when you are not about to be attacked. I didn't know it needed to be said, but here we are... And 1 level 2 slot that prevents the need for 3-4 level 1 slots is pretty good resource management IMO.
Ultimately, GTFO is still the best advice. It doesn't cost anything and it works 4 out of 5 times* (*hypothetically).
Thank you Kotath, it feels like not many people understand that sorcerers are very limited and have to stick to a plan for spell progression if they are following a certain path and the limitation of "just throw spell slots at it".
Also, thank you for noticing that having proficiency in stealth and perception are better than not having them. A climb speed and a free dash to escape when discovered are benefits to scouting coupled with not wearing any armor at all which is exactly what I was inquiring about.
This is the best way to state why I was requesting it, "Gear is an 'always there' option. It takes no spell slots, no action to cast, not even a bonus action or reaction to cast."
Tip of the hat to you Kotath for getting it.
Edit: added more props for Kotath.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Actually, the mobile feat works, hit it miss, so that would help if you got caught away from the group
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
If the goal is to GTFO, taking the Fey Touched half-feat for a free Misty Step might be more helpful than Mobile, especially if the sorcerer winds up surrounded by enemies, which would prevent using Disengage to get away. Mobile is a lot more useful for skirmishers to go in, attack just 1 or 2 enemies, and then get out without having to Disengage (my Rogue loved it.)
Or just having the Misty Step spell as a Sorcerer if you don't want to mess with a feat.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
We already covered magic items. Every item with an effect for making you harder to hit requires attunement (except potions I guess, but that totally defeats your "always there" requirement as they are less there than spells).
If you are not willing to change any of your planned spells with spells that do what you are asking for that pretty much just leaves feats.
Gift of the metallic dragon and fey/shadow touched are probably your best bets.
Anything more than this will require varying degrees of overpowered homebrew.
Strictly speaking not true The manual of quickness of action will increase your AC, making you harder hit without requiring attunement but I admit they are hard ot get and only increase your AC by 1 (but do provide other benefits inluding increase your ability to stealth).