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The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
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<blockquote data-quote="Nibelung" data-source="post: 6712038" data-attributes="member: 74499"><p><strong>Originally posted by DuelistDelSol:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Part Two: Class Characteristics</strong></span></p><p></p><p>The kind of engine you run on is actually quite a bit less complicated than many others, but the features have their own little set of interesting caveats that make the class what it is.</p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong>Stats and Proficiencies</strong></span></p><p></p><p><strong><span style="color: #008000">Hit Points:</span> 12 + Constitution score.</strong></p><p>At the standard for your role. Unlike your Warlock half-brother, however, you do not have the option to go with Constitution as a secondary - very rarely as a tertiary - so you're more fragile than he might be. Still not bad, though.</p><p></p><p><strong><span style="color: #008000">Healing Surges:</span> 6 + Constitution modifier.</strong></p><p>Again, you're not going to be as hardy as most other Strikers, but of those that wade in close to do their attacks, they do have a lot of neat tactics to dissuade attacks, so what you'll have from this is fine enough.</p><p></p><p><strong><span style="color: #008000">Proficiencies:</span> Cloth. Simple Weapons. Staff, Dagger implements.</strong></p><p>Alright, so not having Leather is kind of a downer, but there's something very interesting here: you automatically gain Dagger implements. Gaining access to weapliments right off the bat gives the class some major legs, especially as a lot of them carry sweet Striker-oriented bonuses (the <em>Jagged Dagger</em> is a particular favorite). The staff, of course, is never a bad choice, and the Staff of Ruin will love you so much.</p><p></p><p><strong><span style="color: #008000">Defensive Bonuses:</span> +2 Will.</strong></p><p>As a Charisma-primary class and with how masterwork Cloth works, you might have a higher Will than even your AC with this bonus. Rest assured almost nothing will twist your already uncontrollable mind.</p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong><p style="text-align: center">Class Features</p></p> <p style="text-align: center"></strong></span></p><p></p><p><span style="color: #ff9900"><strong>Spell Source:</strong></span> Well, it's the one and only feature that Sorcerers get; but this determines what ability score is set to their AC and damage bonuses, your resistances, and what other miscellaneous bonuses you get. As the base Sorcerer, you have the choice of four Sources:</p><p></p><p><u><strong>DRAGON MAGIC (PHB2)</strong></u></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Draconic Soul:</strong></span> Gain a scaling bonus to damage rolls on arcane powers based on your Strength modifier. Sweet!<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Draconic Resilience:</strong></span> Use your Strength modifier instead of your Dexterity or Intelligence modifiers to determine your AC. Pretty much necessary considering the previous feature, and helps to keep your defenses in check.<br /> </li> <li data-xf-list-type="ul"><strong>Dragon Soul:</strong> Your resistance factor - you choose amongst six damage types, and gain Resist 5/10/15 to that damage type permanently. You also pierce the resistances of all monsters that carry those same resistances when you use those types of powers.<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Scales of the Dragon:</strong></span> One of the most well-known tropes of the dragon archetype is just how friggin' tough they are. Well, with you being imbued with the essence of dragonkind, you're gonna inherit a fragment of that power. This is a great little defensive boost, exactly when you need it, and exactly where you need it.<br /> </li> </ul><p></p><p><u><strong>WILD MAGIC (PHB2)</strong></u></p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #800080">Chaos</span><br /> <span style="color: #0000ff">Burst:</span></strong> As you don't need to have another ability score tied to your AC, you gain two unique features instead of one. Here, you enter into one of the most important parts of the Wild Sorcerer - how utterly random they are. The first time you make an attack roll on each of your turns, you gain two different benefits whether the result was even or odd. The latter benefit is excellent, but the former benefit is rather lame, considering how much more common Dexterity is as a secondary ability score of each of the Charisma-based races.<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Chaos Power:</strong></span> You add your Dexterity modifier (+0/+2/+4) to damage rolls with arcane powers. Awesome.<br /> </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Unfettered Power:</strong></span> The second unique feature you possess. When you score a critical hit, you make it known with some incredibly cool control... and if you set yourself up right, even botching your roll can give you decent repositioning.<br /> </li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Wild Soul:</strong></span> Your resistance feature. One of the most random parts of the Wild Sorcerer build, and honestly its weakest feature due to how completely uncontrollable it is without any sort of help from feats and a couple items. It's still quite cool, and definitely thematic, but you need to pay some lip service to this feature to make it worthwhile.<br /> </li> </ul><p></p><p><strong>STORM MAGIC (Arcane Power)</strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Storm Power:</strong></span> Add a scaling bonus to your arcane power damage rolls based on your Dexterity modifier. Radical.<br /> </li> <li data-xf-list-type="ul"><span style="color: #ff9900"><strong>Storm Soul:</strong></span> Your defensive feature. Notice I said defensive, not resistance. Good reason for that: not only does it give you Resist 5/10/15 to Lightning and Thunder damage, but as an immediate interrupt to an attack hitting you, you gain a better version of the stellar 2nd level Wizard utility Shield - by dropping your resistance for the rest of the encounter, you gain a +4 bonus to all your defenses for that round. So in case your already nice resistances are useless for the encounter, you have a new way to apply it that will always work!<br /> </li> <li data-xf-list-type="ul"><strong>Storm's Embrace:</strong> While this feature will make you incredibly mobile, you can normally plant yourself in the back row and come out just fine - the flight speed is pretty nice on certain occasions, especially when you jack up your Dexterity modifier, but the enemy will barely feel the push. Gets better if you can roll multiple natural 20s in one attack, as you can jettison yourself a long ways away and position yourself anywhere on the board. Remember that when you fly, you do not need to land until the end of your turn (at which point you would fall should you still be in the air). Be cautioned that flight, just like normal movement, provokes opportunity attacks.<br /> </li> </ul><p></p><p><strong>COSMIC MAGIC (Arcane Power)</strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Cosmic Persistence:</strong></span> Strength modifier replaces your INT or DEX modifiers for your AC bonus in light armor! Again, necessary due to the Strength focus of this build.<br /> </li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Cosmic Power:</strong></span> You gain a Strength mod + 0/2/4 bonus to damage rolls with all arcane powers. Totally bodacious.<br /> </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Soul of the Cosmic Cycle:</strong></span> A gigantic feature in terms of complexity, but not all that hard to understand. From the choice of three "Phases" (the Sun, the Moon, and the Stars), of which you make at the end of a short or extended rest, you gain a certain benefit. All of them are basically Strength- and melee-based, so even with your favored at-will being an Area burst, this build will want you in the front lines. All three benefits are quite cool, and all service to give you your static resistance (that, again, you pierce the equivalent). If you don't like the phase you're in at present, you can move forward in the chain from Sun to the Moon to the Stars and back to the Sun in that cycle every time you use a daily power; however, you're forced to do so whenever you become bloodied. While this seems like a downer considering you may not want to be in the phase you're now in, keep in mind that they're all very useful in their own ways.<br /> </li> </ul></blockquote><p></p>
[QUOTE="Nibelung, post: 6712038, member: 74499"] [b]Originally posted by DuelistDelSol:[/b] [CENTER][Size=4][b]Part Two: Class Characteristics[/b][/size][/CENTER] The kind of engine you run on is actually quite a bit less complicated than many others, but the features have their own little set of interesting caveats that make the class what it is. [CENTER][Size=3][b]Stats and Proficiencies[/b][/size][/CENTER] [b][COLOR=#008000]Hit Points:[/COLOR] 12 + Constitution score.[/b] At the standard for your role. Unlike your Warlock half-brother, however, you do not have the option to go with Constitution as a secondary - very rarely as a tertiary - so you're more fragile than he might be. Still not bad, though. [b][COLOR=#008000]Healing Surges:[/COLOR] 6 + Constitution modifier.[/b] Again, you're not going to be as hardy as most other Strikers, but of those that wade in close to do their attacks, they do have a lot of neat tactics to dissuade attacks, so what you'll have from this is fine enough. [b][COLOR=#008000]Proficiencies:[/COLOR] Cloth. Simple Weapons. Staff, Dagger implements.[/b] Alright, so not having Leather is kind of a downer, but there's something very interesting here: you automatically gain Dagger implements. Gaining access to weapliments right off the bat gives the class some major legs, especially as a lot of them carry sweet Striker-oriented bonuses (the [i]Jagged Dagger[/i] is a particular favorite). The staff, of course, is never a bad choice, and the Staff of Ruin will love you so much. [b][COLOR=#008000]Defensive Bonuses:[/COLOR] +2 Will.[/b] As a Charisma-primary class and with how masterwork Cloth works, you might have a higher Will than even your AC with this bonus. Rest assured almost nothing will twist your already uncontrollable mind. [CENTER][Size=3][b][CENTER]Class Features[/CENTER][/b][/size][/CENTER] [COLOR=#ff9900][b]Spell Source:[/b][/COLOR] Well, it's the one and only feature that Sorcerers get; but this determines what ability score is set to their AC and damage bonuses, your resistances, and what other miscellaneous bonuses you get. As the base Sorcerer, you have the choice of four Sources: [u][b]DRAGON MAGIC (PHB2)[/b][/u] [LIST] [*][COLOR=#00ccff][b]Draconic Soul:[/b][/COLOR] Gain a scaling bonus to damage rolls on arcane powers based on your Strength modifier. Sweet! [*][COLOR=#00ccff][b]Draconic Resilience:[/b][/COLOR] Use your Strength modifier instead of your Dexterity or Intelligence modifiers to determine your AC. Pretty much necessary considering the previous feature, and helps to keep your defenses in check. [*][b]Dragon Soul:[/b] Your resistance factor - you choose amongst six damage types, and gain Resist 5/10/15 to that damage type permanently. You also pierce the resistances of all monsters that carry those same resistances when you use those types of powers. [*][COLOR=#00ccff][b]Scales of the Dragon:[/b][/COLOR] One of the most well-known tropes of the dragon archetype is just how friggin' tough they are. Well, with you being imbued with the essence of dragonkind, you're gonna inherit a fragment of that power. This is a great little defensive boost, exactly when you need it, and exactly where you need it. [/LIST] [u][b]WILD MAGIC (PHB2)[/b][/u] [LIST] [*][b][COLOR=#800080]Chaos[/COLOR] [COLOR=#0000ff]Burst:[/COLOR][/b] As you don't need to have another ability score tied to your AC, you gain two unique features instead of one. Here, you enter into one of the most important parts of the Wild Sorcerer - how utterly random they are. The first time you make an attack roll on each of your turns, you gain two different benefits whether the result was even or odd. The latter benefit is excellent, but the former benefit is rather lame, considering how much more common Dexterity is as a secondary ability score of each of the Charisma-based races. [*][COLOR=#00ccff][b]Chaos Power:[/b][/COLOR] You add your Dexterity modifier (+0/+2/+4) to damage rolls with arcane powers. Awesome. [*][COLOR=#0000ff][b]Unfettered Power:[/b][/COLOR] The second unique feature you possess. When you score a critical hit, you make it known with some incredibly cool control... and if you set yourself up right, even botching your roll can give you decent repositioning. [*][COLOR=#800080][b]Wild Soul:[/b][/COLOR] Your resistance feature. One of the most random parts of the Wild Sorcerer build, and honestly its weakest feature due to how completely uncontrollable it is without any sort of help from feats and a couple items. It's still quite cool, and definitely thematic, but you need to pay some lip service to this feature to make it worthwhile. [/LIST] [b]STORM MAGIC (Arcane Power) [/b] [LIST] [*][COLOR=#00ccff][b]Storm Power:[/b][/COLOR] Add a scaling bonus to your arcane power damage rolls based on your Dexterity modifier. Radical. [*][COLOR=#ff9900][b]Storm Soul:[/b][/COLOR] Your defensive feature. Notice I said defensive, not resistance. Good reason for that: not only does it give you Resist 5/10/15 to Lightning and Thunder damage, but as an immediate interrupt to an attack hitting you, you gain a better version of the stellar 2nd level Wizard utility Shield - by dropping your resistance for the rest of the encounter, you gain a +4 bonus to all your defenses for that round. So in case your already nice resistances are useless for the encounter, you have a new way to apply it that will always work! [*][b]Storm's Embrace:[/b] While this feature will make you incredibly mobile, you can normally plant yourself in the back row and come out just fine - the flight speed is pretty nice on certain occasions, especially when you jack up your Dexterity modifier, but the enemy will barely feel the push. Gets better if you can roll multiple natural 20s in one attack, as you can jettison yourself a long ways away and position yourself anywhere on the board. Remember that when you fly, you do not need to land until the end of your turn (at which point you would fall should you still be in the air). Be cautioned that flight, just like normal movement, provokes opportunity attacks. [/LIST] [b]COSMIC MAGIC (Arcane Power) [/b] [LIST] [*][COLOR=#00ccff][b]Cosmic Persistence:[/b][/COLOR] Strength modifier replaces your INT or DEX modifiers for your AC bonus in light armor! Again, necessary due to the Strength focus of this build. [*][COLOR=#00ccff][b]Cosmic Power:[/b][/COLOR] You gain a Strength mod + 0/2/4 bonus to damage rolls with all arcane powers. Totally bodacious. [*][COLOR=#0000ff][b]Soul of the Cosmic Cycle:[/b][/COLOR] A gigantic feature in terms of complexity, but not all that hard to understand. From the choice of three "Phases" (the Sun, the Moon, and the Stars), of which you make at the end of a short or extended rest, you gain a certain benefit. All of them are basically Strength- and melee-based, so even with your favored at-will being an Area burst, this build will want you in the front lines. All three benefits are quite cool, and all service to give you your static resistance (that, again, you pierce the equivalent). If you don't like the phase you're in at present, you can move forward in the chain from Sun to the Moon to the Stars and back to the Sun in that cycle every time you use a daily power; however, you're forced to do so whenever you become bloodied. While this seems like a downer considering you may not want to be in the phase you're now in, keep in mind that they're all very useful in their own ways. [/LIST] [/QUOTE]
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The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
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