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[GUIDE] Born to be Wild, a sorcerer guide.
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<blockquote data-quote="mellored" data-source="post: 7197505" data-attributes="member: 6801209"><p><strong>Feats</strong></p><p><strong></strong><span style="color: #00ffff">+2 Cha</span>: If you're using control spells, this helps.</p><p><span style="color: #00ffff">+2 Con</span>: Helps keep you alive, and maintain concentration.</p><p><span style="color: #00ffff">Inspiring Leader</span>: Protect yourself and your meat shields. Just keep in mind this is 1/party.</p><p><span style="color: #00ffff">Healer</span>: Since you're in the back, your usually the last to fall. Though take inspiring leader first. Also 1/party.</p><p><span style="color: #00ffff">Resilient (</span><span style="color: #00ffff">wis</span><span style="color: #00ffff">)</span>: You lose concentration if you are stunned.</p><p></p><p><span style="color: #0000ff">+2 Dex</span>: Going first and not getting hit is good.</p><p><span style="color: #0000ff">Alert</span>: Hit before you are hit. Good if you don't know what else to take</p><p><span style="color: #0000ff">Elven Accuracy</span> (half-elf): If you have an odd charisma score and are <span style="color: #0000FF">wild</span> and <span style="color: #0000FF">shadow</span> who can generate easy advantage for firebolts. Poor for <span style="color: #ee82ee">anyone else</span>.</p><p><span style="color: #0000ff">Ritual Caster</span>: Add a lot of utility.</p><p><span style="color: #0000ff">Lightly/moderately armored</span>: Only take light if you are aiming for moderately armored. +7 AC (with shield) for 2 feats is pretty good. Though consider multiclassing if you want this.</p><p><span style="color: #0000ff">Lucky</span>: Another good one if you don't know what else to take.</p><p><span style="color: #0000ff">Prodigy (half-elf, human)</span>: Expertise is stealth can go a long way. Particularly with <span style="color: #00ffff">subtle</span>.</p><p><span style="color: #0000ff">Warcaster</span>: Helps you keep concentration, but the other aspects aren't likely to be used.</p><p></p><p>Actor: If you have an odd charisma score.</p><p>Defensive Dualist: It's easy to grab a dagger, if you're not using the shield spell.</p><p>Durable: If you have an odd con score.</p><p></p><p><span style="color: #ff0000">Elemental adept</span>: A trap option that adds piddly extra damage and has anti-synergy with empowered metamagic.</p><p></p><p></p><p><strong>UA</strong></p><p></p><p>Favored soul: Broadens your choices, but not your known spells. You don't get many extra numbers like dragons +AC and +HP, wilds +free spells, or storms +damage. It's just allowing you to lose sunbeam in order to gain heal. Also, most of the best metamagic spells are already available to the sorcerer, and most cleric spells are designed for melee. Can be good for <span style="color: #0000ff">small groups</span> where you need to take on multiple roles, though consider a lore bard.</p><p>[sblock]</p><p><span style="color: #0000ff">Divine Magic</span>: A few cleric spells mix with meta-magic, like quicken bless, or twin heal can work nicely. Spirital weapon is also a top spell in general. But given the limited number of known spells, your not gaining much versatility, and not any additional power. The free cure wound is nice, but doesn't scale well.</p><p><span style="color: #00ffff">Favored by the Gods</span>: Pretty nice. Mostly use this for saves, particularly at later level, when your firebolts don't do much.</p><p></p><p><span style="color: #ff0000">Empowered Healing</span>: Healing spells are not heavily dice based. With the best being mass cure wound's 3d8 + mod, which you may not even have. For cure wounds, casting it twice is better.</p><p></p><p><span style="color: #00ffff">Divine Purity</span>: Flying is a good way to stay safe and get free utility. Make sure to grab feather fall.</p><p></p><p>Unearthly Recovery: A decent amount of extra HP. Could be a little better with a <span style="color: #0000ff">high-level aid</span>, but that's probably not <span style="color: #ee82ee">worth the slot</span>.</p><p>[/sblock]</p><p></p><p><span style="color: #ee82ee">Phoenix</span>: Pretty lacking unless you fight one short battle a day. I suggest changing mantle of flame to once per short rest.</p><p>[sblock]</p><p><span style="color: #00ff00">Ignite</span>: Ribbon.</p><p><span style="color: #ee82ee">Mantle of Flame</span>: Short lived, piddly damage, and you don't want to be hit. Might work with each <span style="color: #ffd700">scorching ray</span>, or might not.</p><p></p><p>Phenox Spark: This is not a feature you should try to be using. Good when you need it though.</p><p></p><p>Nourishing Fire: A modest amount of HP thought the day.</p><p></p><p><span style="color: #0000ff">Form</span><span style="color: #0000ff"> of the </span><span style="color: #0000ff">Phenoix</span>: Resisting all damage is great, but this is too short lived.</p><p>[/sblock]</p><p></p><p><span style="color: #0000ff">Sea</span>: A nice set.</p><p>[sblock]</p><p>Soul of the Sea: Nice to have. Especially on <span style="color: #00ffff">sea campaigns</span>.</p><p><span style="color: #0000ff">Curse of the Sea</span>: Several nice effects. Quicken can help get past needing to hit with the cantrip first.</p><p></p><p><span style="color: #0000ff">Watery Defense</span>: A nice escape.</p><p></p><p><span style="color: #ee82ee">Shifting Forms</span>: Pretty weak for a 14, as you likely won't provoke many OA's.</p><p></p><p><span style="color: #00ffff">Water Soul</span>: A bit late, but resistance is great.</p><p>[/sblock]</p><p></p><p><span style="color: #00ffff">Stone</span>: Lots of defense for you and the party.</p><p>[sblock]</p><p><span style="color: #00ffff">Bonus </span><span style="color: #00ffff">Profiency+</span><span style="color: #00ffff">Stones </span><span style="color: #00ffff">Durabilitly</span>: Effectively the medium armored feat, without jumping through light. Weapons proficiency doesn't add much.</p><p><span style="color: #ee82ee">Metal Magic</span>: Nothing fancy here, particularly since the smites take concentration.</p><p></p><p><span style="color: #00ffff">Stone Aegis</span>: 2-5 damage reduction, which scales by multi-attack. Better than heavy armor mastery. Plus you get an occasional free attack.</p><p></p><p><span style="color: #00ffff">Stones Edge</span>: 50% more damage for firebolts. A good reason to quicken + cantrip.</p><p></p><p><span style="color: #0000ff">Earth Master Ageis</span>: DR for more people. Though at this point, most of the attacks should be going to one guy.</p><p>[/sblock]</p><p></p><p><span style="color: #0000ff">Dark</span>: Great for multi-classing and control.</p><p>[sblock]</p><p><span style="color: #0000ff">Eyes of the Dark</span>: This is the warlock's darkness + devils sight trick, but as a level 1 spell. Unfortunately, concentration is rough to give up for yourself.</p><p>Strength of the Grave: Not not likely to succeed often, nor do you really want to test it.</p><p></p><p><span style="color: #00ffff">Hound of Ill Omen</span>: Effectively an improved version of heightened metamagic, since it lingers for more than 1 save, and someone needs to spend an action to get rid of it. Goes well with hold person.</p><p></p><p><span style="color: #00ffff">Shadow Walk</span>: Some great mobility here.</p><p></p><p><span style="color: #0000ff">Shadow Form</span>: Great defense at a reasonable cost.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 7197505, member: 6801209"] [B]Feats [/B][COLOR=#00ffff]+2 Cha[/COLOR]: If you're using control spells, this helps. [COLOR=#00ffff]+2 Con[/COLOR]: Helps keep you alive, and maintain concentration. [COLOR=#00ffff]Inspiring Leader[/COLOR]: Protect yourself and your meat shields. Just keep in mind this is 1/party. [COLOR=#00ffff]Healer[/COLOR]: Since you're in the back, your usually the last to fall. Though take inspiring leader first. Also 1/party. [COLOR=#00ffff]Resilient ([/COLOR][COLOR=#00ffff]wis[/COLOR][COLOR=#00ffff])[/COLOR]: You lose concentration if you are stunned. [COLOR=#0000ff]+2 Dex[/COLOR]: Going first and not getting hit is good. [COLOR=#0000ff]Alert[/COLOR]: Hit before you are hit. Good if you don't know what else to take [COLOR=#0000ff]Elven Accuracy[/COLOR] (half-elf): If you have an odd charisma score and are [COLOR=#0000FF]wild[/COLOR] and [COLOR=#0000FF]shadow[/COLOR] who can generate easy advantage for firebolts. Poor for [COLOR=#ee82ee]anyone else[/COLOR]. [COLOR=#0000ff]Ritual Caster[/COLOR]: Add a lot of utility. [COLOR=#0000ff]Lightly/moderately armored[/COLOR]: Only take light if you are aiming for moderately armored. +7 AC (with shield) for 2 feats is pretty good. Though consider multiclassing if you want this. [COLOR=#0000ff]Lucky[/COLOR]: Another good one if you don't know what else to take. [COLOR=#0000ff]Prodigy (half-elf, human)[/COLOR]: Expertise is stealth can go a long way. Particularly with [COLOR=#00ffff]subtle[/COLOR]. [COLOR=#0000ff]Warcaster[/COLOR]: Helps you keep concentration, but the other aspects aren't likely to be used. Actor: If you have an odd charisma score. Defensive Dualist: It's easy to grab a dagger, if you're not using the shield spell. Durable: If you have an odd con score. [COLOR=#ff0000]Elemental adept[/COLOR]: A trap option that adds piddly extra damage and has anti-synergy with empowered metamagic. [B]UA[/B] Favored soul: Broadens your choices, but not your known spells. You don't get many extra numbers like dragons +AC and +HP, wilds +free spells, or storms +damage. It's just allowing you to lose sunbeam in order to gain heal. Also, most of the best metamagic spells are already available to the sorcerer, and most cleric spells are designed for melee. Can be good for [COLOR=#0000ff]small groups[/COLOR] where you need to take on multiple roles, though consider a lore bard. [sblock] [COLOR=#0000ff]Divine Magic[/COLOR]: A few cleric spells mix with meta-magic, like quicken bless, or twin heal can work nicely. Spirital weapon is also a top spell in general. But given the limited number of known spells, your not gaining much versatility, and not any additional power. The free cure wound is nice, but doesn't scale well. [COLOR=#00ffff]Favored by the Gods[/COLOR]: Pretty nice. Mostly use this for saves, particularly at later level, when your firebolts don't do much. [COLOR=#ff0000]Empowered Healing[/COLOR]: Healing spells are not heavily dice based. With the best being mass cure wound's 3d8 + mod, which you may not even have. For cure wounds, casting it twice is better. [COLOR=#00ffff]Divine Purity[/COLOR]: Flying is a good way to stay safe and get free utility. Make sure to grab feather fall. Unearthly Recovery: A decent amount of extra HP. Could be a little better with a [COLOR=#0000ff]high-level aid[/COLOR], but that's probably not [COLOR=#ee82ee]worth the slot[/COLOR]. [/sblock] [COLOR=#ee82ee]Phoenix[/COLOR]: Pretty lacking unless you fight one short battle a day. I suggest changing mantle of flame to once per short rest. [sblock] [COLOR=#00ff00]Ignite[/COLOR]: Ribbon. [COLOR=#ee82ee]Mantle of Flame[/COLOR]: Short lived, piddly damage, and you don't want to be hit. Might work with each [COLOR=#ffd700]scorching ray[/COLOR], or might not. Phenox Spark: This is not a feature you should try to be using. Good when you need it though. Nourishing Fire: A modest amount of HP thought the day. [COLOR=#0000ff]Form[/COLOR][COLOR=#0000ff] of the [/COLOR][COLOR=#0000ff]Phenoix[/COLOR]: Resisting all damage is great, but this is too short lived. [/sblock] [COLOR=#0000ff]Sea[/COLOR]: A nice set. [sblock] Soul of the Sea: Nice to have. Especially on [COLOR=#00ffff]sea campaigns[/COLOR]. [COLOR=#0000ff]Curse of the Sea[/COLOR]: Several nice effects. Quicken can help get past needing to hit with the cantrip first. [COLOR=#0000ff]Watery Defense[/COLOR]: A nice escape. [COLOR=#ee82ee]Shifting Forms[/COLOR]: Pretty weak for a 14, as you likely won't provoke many OA's. [COLOR=#00ffff]Water Soul[/COLOR]: A bit late, but resistance is great. [/sblock] [COLOR=#00ffff]Stone[/COLOR]: Lots of defense for you and the party. [sblock] [COLOR=#00ffff]Bonus [/COLOR][COLOR=#00ffff]Profiency+[/COLOR][COLOR=#00ffff]Stones [/COLOR][COLOR=#00ffff]Durabilitly[/COLOR]: Effectively the medium armored feat, without jumping through light. Weapons proficiency doesn't add much. [COLOR=#ee82ee]Metal Magic[/COLOR]: Nothing fancy here, particularly since the smites take concentration. [COLOR=#00ffff]Stone Aegis[/COLOR]: 2-5 damage reduction, which scales by multi-attack. Better than heavy armor mastery. Plus you get an occasional free attack. [COLOR=#00ffff]Stones Edge[/COLOR]: 50% more damage for firebolts. A good reason to quicken + cantrip. [COLOR=#0000ff]Earth Master Ageis[/COLOR]: DR for more people. Though at this point, most of the attacks should be going to one guy. [/sblock] [COLOR=#0000ff]Dark[/COLOR]: Great for multi-classing and control. [sblock] [COLOR=#0000ff]Eyes of the Dark[/COLOR]: This is the warlock's darkness + devils sight trick, but as a level 1 spell. Unfortunately, concentration is rough to give up for yourself. Strength of the Grave: Not not likely to succeed often, nor do you really want to test it. [COLOR=#00ffff]Hound of Ill Omen[/COLOR]: Effectively an improved version of heightened metamagic, since it lingers for more than 1 save, and someone needs to spend an action to get rid of it. Goes well with hold person. [COLOR=#00ffff]Shadow Walk[/COLOR]: Some great mobility here. [COLOR=#0000ff]Shadow Form[/COLOR]: Great defense at a reasonable cost. [/sblock] [/QUOTE]
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