Tuesday, March 14, 2017

Sorcerer Class Discussion

Good Morning Game Fans, we’re back to continue our deeper investigation into the mysteries of Dungeons and Dragons, and how it shaped the larger roleplaying game community.  We’ve put a temporary hold on our discussion about races in fantasy roleplaying (We’ll pick back up with the races from Volo’s Guide to Monsters and the Elemental Evil Player’s Companion after this interlude).  We’re going to discuss the role of Classes in fantasy roleplaying games, and then we’ll take a look in turn at each of the character classes in the Player’s Handbook for Dungeons and Dragons, 5th Edition.


So what is a Character Class?  In Dungeons and Dragons (and many other roleplaying games) A Character Class represents a combination of special abilities, options and skills that make up a character’s occupation.  Your Character Class helps define what options you have to interact with the larger game world, and determines whether you’re a sneaky expert, or a bold warrior, or a crafty arcane magician.  


It also serves to indicate to other players what they can expect your character to be capable of doing.   In other words, it can serve as a keyword for you to identify a variety of factors.  It’s also the second most common descriptor used to identify a character after race.  For example, “He’s a human ranger, or she’s an elven wizard.”  in the same way that people can identify as a lawyer, or a doctor or a soldier, the fantasy adventurer identifies as a barbarian, or a ranger, or a wizard.  


Sorcerer:

Sorcerers are an interesting concept in the fantasy role-playing genre.  Through an ancient connection to a source of magical power, the Sorcerer is capable of amazing feats of magical prowess.  They aren’t the careful, studied spellcasters that wizards are, and they feel their way through magic and harness it through the power of their will.  


Sorcerers are capable of prodigious feats of amazing magic because they are working from a more natural approach than other spellcasters.  No one taught them the foundations of magic, and as a result, they wing it with potentially amazing results.  Sorcerers cast spells on the fly, and are capable of altering the magic they’re working as a result.  The sorcerer’s connection to his or her inherited magical power is manifested through their faith in themselves, and that connection grows deeper as the sorcerer gains more experience.  


Creating a Sorcerer:

Why did you pick Sorcerer for this character?  Is he or she a dabbler with arcane secrets, unaware of his or her magical heritage?  A dutiful inheritor of arcane power?  Does your character draw their power from the lineage of mighty wyrms, or do you draw your power from a bond with magic itself?  What brought your character to this role, and how did they end up deciding on the Sorcerer life?    Figuring out these answers can help you figure out why you want to be a Sorcerer, and how you can select a background that works with the class and your concept.


Sorcerers are arcane spellcasters first and foremost.  With access to some of the most powerful spells available, a Sorcerer can be a powerful asset or a nightmare to deal with.  The source of the Sorcerer’s arcane heritage (as manifested by the Sorcerous Origin ability) can dramatically change how they interact with magic and to an extent, the larger world around them.  


The Sorcerer runs on Charisma for its spellcasting, but Constitution is probably the second most helpful characteristic.  The extra hit points from the Con can help manage the D6 Hit Die that the Sorcerer is working with.    


Class Features

This section contains all of the mechanically and statistically relevant information that you will need as a player to build your character.  


Hit Points:

Hit points represent the amount of damage a character can take before being incapacitated and potentially dead.  Every class has a specific range of potential hit point totals, modified by the character’s Constitution modifier.


Hit Dice:  Sorcerers use a D6 for their hit dice.  This is the low end of the hit die pool and virtually every other character class except Wizard is going to have more hit points than a sorcerer of the same level.
Hit Points at 1st level: A 1st level Sorcerer will have 6 hit points plus an additional number of hit points equal to their constitution bonus.  
Hit Points at higher levels:  Every level after first, a Sorcerer gains an additional D6 hit die, which they can roll for hit point, or take the average value of 4.  They also get to add their Constitution modifier to whatever they roll.  The new Hit Die plus Con mod is added to their existing Maximum hit points, and they are off to the races.  


For example, a level 2 Sorcerer has just gained enough experience points to achieve level 3.  They roll a D6, and come up with a 4.  The player adds their Constitution bonus of +2, and this comes to a 6.  Added to the existing maximum Hit Point total of 13, the new 3rd level Sorcerer has 19 hit points.


Proficiencies:

Proficiencies represent specific training and competency levels with a variety of weapons, armor, saving throws, tools, and skills.  When using weapons and skills your character is proficient in, as well as making saving throws of types your character is proficient with, you get to add your proficiency bonus to the die roll.  


Armor: None
Weapons: daggers, darts, slings, quarterstaffs, and light crossbows
Tools: None
Saving Throws:  Constitution, Charisma
Skills:  Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion


Note: There are other ways to acquire certain proficiencies beyond the character class.  Certain races, backgrounds, and other options allow a character to pick up proficiencies outside their normal range, so if you see something you’re looking for, you might just find it in another section.  
      

Equipment:

Every character class has a recommended starting package of weapons and equipment.  This is an excellent way to save yourself time by grabbing a gear package and being ready to go.  All of the suggestions are laid out in a menu, and you as a player get to make one choice per bullet point for your character’s equipment.
  • (a) light crossbow and 20 bolts or (b) any simple weapon
  • (a) component pouch or (b) an arcane focus
  • (a) dungeoneer’s pack or (b) an explorer’s pouch
  • two daggers



Class Abilities:

The majority of the remaining class description will feature a combination of special abilities and tricks that only members of this specific class have access to.  These are the other professional capabilities that define this class and separate it from the remaining ones.  They give the flavoring that make the bard play differently from the sorcerer.  They have a specific format that they’ll likely follow:


1st Level



Spellcasting
Through the power of will and tapping their arcane heritage, a Sorcerer can create magical effects.  Spellcasting is an incredibly dense topic that is covered in Chapter 10 of the PHB (Spellcasting) and Chapter 11 (The Spell Lists).  I’m going to cover the basics of how Spellcasting is affected by being all that is Sorcerer, but you should definitely check out both of those chapters before slinging spells.

Cantrips

The Sorcerer knows four cantrips from the Sorcerer spell list.  As the Sorcerer gains more experience, they learn more cantrips.


Spell Slots

The Sorcerer has a limited number of slots that they can use to cast magical spells.  There’s a big table on page 100 that will tell you how many spell slots of each level you have available.  In order to cast a spell, you need to have a spell slot of the appropriate level or higher available.  Casting the spell expends the spell slot.  All expended spell slots recover with a long rest.


Note 1:  Some spells work better when cast with higher level spell slots.

Spells Known of 1st Level and Higher

A Sorcerer knows 2 1st level spells at 1st level, and there’s a handy chart on page 100 that shows a Sorcerer when they learn more spells.


Spellcasting Ability

Charisma is the spellcasting attribute a Sorcerer uses.  The Sorcerer’s force of will allows them to bend magic to their will.  What this means in game terms is as follows:
  • Spell Save DC = 8 + Sorcerer’s Proficiency Bonus + Sorcerer’s Charisma Modifier
  • Spell Attack Modifier= Sorcerer’s Proficiency Bonus + Sorcerer’s Charisma Modifier

Spellcasting Focus

The Sorcerer can use an Arcane Focus for Sorcerer Spells.


Sorcerous Origin Ability 1
Depending on which Sorcerous Origin  you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.


2nd level



Font of Magic
The Sorcerer can tap into a reserve of arcane power to modify his or her magical capabilities.
Sorcery Points
The Sorcerer’s reserve of magical power is measured in sorcery points.  At 2nd level, the Sorcerer has 2 points, and gains more as they level up.  All spent sorcery points are regained after a long rest.


Flexible Casting
The Sorcerer can use sorcery points to create extra spell slots, or can break down a spell slot into sorcery points.  There’s a handy chart on page 101 that breaks this down for you.  

3rd Level

Metamagic

One of the most iconic abilities of the Sorcerer, Metamagic allows the Sorcerer to change some facet of the spell as it’s being cast.  Changing the area of effect for a spell, making it hit multiple targets that it isn’t it supposed to be able to, and increasing its duration are just a few examples of the metamagic power a Sorcerer can use.  At 3rd level, the Sorcerer picks two of the following options.  They can choose an additional one at level 10 and again at level 17.  Unless noted, the Sorcerer can only apply one Metamagic ability per spell cast.
   
    Careful Spell
The Sorcerer can shield creatures from the full power of his or spell.  The Sorcerer spends 1 sorcery point and designates a number of creatures up to his or her Charisma modifier.  Those creatures automatically succeed on the saving throw to avoid the spell’s effect.


Distant Spell
The Sorcerer can increase the range of spells they cast.  When casting a spell with a range of 5 feet or more, the Sorcerer can spend 1 sorcerer point to double the range.  If they cast a spell with a range of touch, they can spend 1 sorcery point to increase its range to 30 feet.


Empowered Spell
The Sorcerer can push more powerful energy through the spells they cast.  They can spend 1 sorcery point to re-roll a number of the damage dice up to their charisma modifier (minimum 1).  The Sorcerer must keep the re-rolled dice.  This is an ability that the Sorcerer can use with another Metamagic ability.


Extended Spell
The Sorcerer can make his or her spells last longer than normal.  By spending 1 sorcery point, the Sorcerer can double the duration of a spell cast.  This ability only works on spells with a duration of 1 minute or greater, and have a maximum duration of 24 hours.  


Heightened Spell
The Sorcerer can make his or her spells harder to resist.  By spending 3 sorcery points, the Sorcerer can force one targeted creature to make the first saving throw to resist the spell at disadvantage.


Quickened Spell
The Sorcerer can cast spells with remarkable speed.  By spending 2 sorcery points the Sorcerer can cast a spell with a casting time of one action as a bonus action.


Subtle Spell
The Sorcerer can cast spells without being noticed.  By spending 1 sorcery point, the Sorcerer can cast a spell without using its verbal or somatic components.
Twinned Spell
The Sorcerer can bend magic to affect multiple targets.  When the Sorcerer casts a spell that targets only 1 creature and doesn’t have a range of self, the Sorcerer can spend a number of sorcery points equal to the spell’s level to have it target an additional creature within range.


4th Level



Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.



5th Level

No New Abilities gained


6th Level



Sorcerous Origin Ability 2
Depending on which Sorcerous Origin  you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.


7th Level



No New Abilities gained


8th Level



Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


9th Level



No New Abilities gained


10th Level



Metamagic


(The Sorcerer learns another metamagic ability)


11th Level



No New Abilities gained


12th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


13th Level
No New Abilities gained


14th Level



Sorcerous Origin Ability 3
Depending on which Sorcerous Origin  you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.


15th Level



No New Abilities gained



16th Level



Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.

17th Level



Metamagic


(The Sorcerer learns another metamagic ability)


18th Level

Sorcerous Origin Ability 4
Depending on which Sorcerous Origin  you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.



19th Level



Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


20th Level



Sorcerous Restoration


The Sorcerer regains 4 sorcery points at the conclusion of a short rest.


Thoughts and Ideas:

So what does all of this mean?  The keyword for the Sorcerer has to be flexibility.  Sorcerers aren’t able to cast the variety of spells a wizard of similar level can, but they can usually utilize more spell slots than a Wizard of similar level.  Couple this with Metamagic and Flexible Casting, the Sorcerer can usually find an appropriate use for his or her spells in any given situation.  


In many ways, a Sorcerer is only as powerful as the spells they choose. Because of their extremely limited number of spells known, the Sorcerer has to be extremely careful with their spell selection.   Each spell they pick up lets them fill in for either parties that are missing characters or fill a role of their own.  Don’t underestimate the arcane potency a Sorcerer can add when you have one join your group, or when you make one.   

Archetypes:

A character class is built to be as broadly encompassing as it can be.  There are many types of wizards in the world, and different types of fighters as well.  Each class has access to a selection of Archetypes that allow a player to further tighten up their concept and build the type of character they are specifically looking for.  Rogues have access to both thief and assassin, for example, and while they are both Rogues at heart, the abilities that each Archetype uses definitely change the way the class feels to play.  


The two Sorcerous Origins offered in the Player’s Handbook for the Sorcerer are the Draconic Bloodline and the Wild Magic.  Each one adds a group of abilities to the core Sorcerer, and they can shift the way you look at your character and the feats of awesome you might want to pull off.  

Draconic Bloodline

The Draconic Bloodline represents the ancient connection between the sorcerous power of Dragons and their mortal descendants.  A Draconic Bloodline Sorcerer channels the power of the connection to work wondrous magical effects and become more like their draconic ancestors.  


1st Level



Dragon Ancestor


The Draconic Bloodline Sorcerer chooses a type of Dragon that they derive their bloodline from.  This effects a couple of features that are picked up later, but the important consideration at this level is an energy type associated with the Dragon of choice.  In addition, the Sorcerer can read, write, and speak the Draconic language and can double their proficiency bonus on charisma checks to interact with Dragons.


Draconic Resilience


The Sorcerer draws strength and hardiness from their draconic blood.  They gain an additional maximum hit point at 1st level, and every time they level up.  Additionally, they are covered in tiny scales, giving them an Armor Class of 13 + Dexterity Mod.


6th Level



Elemental Affinity


Draconic Bloodline Sorcerers grow a stronger attunement to the elemental energy associated with their Draconic Ancestor.  This has two primary effects.  First, the Sorcerer adds their charisma modifier to the damage roll of any spell that uses that elemental energy.  Second, they can spend 1 sorcery point to gain resistance to that energy type for 1 hour.


14th Level



Draconic Wings


The Sorcerer can manifest draconic wings as a bonus action.  This gives them a fly speed equal to their current speed.


18th Level



Draconic Presence


The Sorcerer can manifest an aura of dread reminiscent of their Draconic Ancestor.  By spending 5 sorcery points as an action, the Sorcerer can fill foes with awe or dread.  For the next minute (or until the Sorcerer loses concentration), any hostile creature within 60 feet has to make Wisdom saving throw or be Charmed (Awe) or Frightened (Dread).   The effect ends when the aura ends, and a creature that successfully saves against this effect is immune to it for the next 24 hours.   


Thoughts and Ideas:

The Draconic Bloodline Sorcerer is probably the most iconic iteration of the sorcerer in recent years.  Drawing their power from the potent, magical blood of dragons, the Draconic Bloodline Sorcerer is an elementally focused spellcaster who powers up his or her spells while maintaining the Dragon theme.  This would be an interesting combination for a Dragonborn, (especially if you picked a different type)


Wild Magic

The Wild Magic bloodline represents an inherent connection to magic as a component of a lineage.  Somewhere, sometime, the Sorcerer’s ancestors interacted with magic on a deeply personal level, and magic entered the family’s bloodline.  This manifests as a chaotic approach to magic that gives the Wild Magic Sorcerer a more unpredictable and powerful connection to magic itself.  


1st Level



Wild Magic Surge


Whenever the Wild Magic Sorcerer casts a sorcerer spell of 1st level or higher, the DM can have the Sorcerer roll a D20.  On a roll of a 1, it triggers a wild magic surge,  (there’s a full page chart of these on page 104, and there are some fun ones).


Tides of Chaos


The Sorcerer channels the chaos in their blood to bend reality to their will.  This gives them advantage on one attack roll, ability check, or saving throw.  This ability recharges on a long rest, or any time the Sorcerer triggers a Wild Magic Surge (as described above).


6th Level



Bend Luck


The Sorcerer can start to manipulate the luck for other people.  When another creature that the Sorcerer can see is making an attack roll, ability check, or saving throw, the Sorcerer can spend 2 sorcery points to roll 1D4 and apply that as a bonus or penalty to the creature’s roll.  The Sorcerer can do this after the roll, but before the results are determined.  


14th Level



Controlled Chaos


The Sorcerer can roll twice on the wild surge table and choose one result (when a wild surge is generated).


18th Level



Spell Bombardment


The Sorcerer’s energy surges in wildly dangerous ways.  When the Sorcerer rolls damage for a spell and rolls the maximum result one of the damage dice, they can pick the die up, roll it again, and add it to the total.  They can only do this once per turn.  


Thoughts and Ideas:

The Wild Magic Sorcerer lives in a universe of chaos.  They can channel the chaos to make a variety of interesting and potentially useful things happen, but there’s always a chance that it blows up spectacularly in their face.  Some players may not want this level of chaos, but if you’re willing to put up with the potential issues, they can be a lot of fun.  


Conclusions:

The Sorcerer is a purpose driven arcane spell caster full of potential power.  Metamagic gives them unmatched flexibility in their spellcasting, and they are experts at getting the most effect out of their spells.  They don’t have as many abilities as other classes, and as a result rely heavily on their spells to get things done.


The potential pitfall of a Sorcerer is grabbing the wrong spells.  The Sorcerer needs to be very deliberate and careful when they are selecting their spells.  Remember, once you pick a spell, you’re likely stuck with it for at least one level, and potentially a longer time.  Do your research on the game and the area you’re playing in, and you can get the most mileage out of your spell selection.  



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