• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Xanathar hint from Crawford?


log in or register to remove this ad


XGE will have sorceror only spells, like Chaos Bolt.
We can certainly hope so.

The Wild Mage desperately needs two things:

A couple more spells it can get advantage on. This means more, and higher-levelled, spells with an attack roll (as opposed to spells that make you save)

A couple "wild" spells, which the Wild Mage specifically gets better control over than other casters. For instance, it was a missed opportunity - thematically - to not give the Wild Mage the ability to manipulate the random rolls of Confusion targets.

Sent from my C6603 using EN World mobile app
 

One Sorceror Spell from 4e that I'd love to see return in XGE is Wyrm Form, but I'd make it a lower level spell and scale with levwæ, allowing the Sorceror to turn into a Wyrmling at low level, to an Adult Dragon at high level.
 

We can certainly hope so.

The Wild Mage desperately needs two things:

A couple more spells it can get advantage on. This means more, and higher-levelled, spells with an attack roll (as opposed to spells that make you save)

A couple "wild" spells, which the Wild Mage specifically gets better control over than other casters. For instance, it was a missed opportunity - thematically - to not give the Wild Mage the ability to manipulate the random rolls of Confusion targets.

Sent from my C6603 using EN World mobile app

Thanks to Favoured of Gods more attack roll spells are good for Favoured Soul as well.
 

What other sorceror only spells would you like to see in XGE.

I think a spell that allowed you to trade hit dice or HPs for Sorcery Points would be thematic.
 

After all of the (endless) Sorcerer discussions on here, I've come to two conclusions:

1) I find sorcerer strangely hard to spell. I keep trying to add another O somewhere in the word.

2) More spells, and ones that are specific, flavorful and sorcerer-only is the key to 'fixing' the class.

I've seen very potent and impressive Sorcerers in play, but there is undeniably a very strong build and then not a lot of room to move beyond that. Adding a sorcerer-only spell that does elemental damage that they choose upon picking it would do a LOT to help out the 'no acid spells' issue. Adding some 'Wild' spells would go to help that subclass feel truly wild.

More importantly, this is a very achievable goal. Adding a revised Sorcerer is a lot of time and effort, not to mention the question of where and how you provide it to the players. More subclasses can't fix the existing ones. Massive errata isn't going to make anyone happy. But adding a handful of spells that provide the flexibility, unique class flavour, and options that the class needs? That's perfectly possible, and if carefully balanced can help the existing subclasses as well as new ones, without requiring people to radically rebuild their characters in response.
 

After all of the (endless) Sorcerer discussions on here, I've come to two conclusions:

1) I find sorcerer strangely hard to spell. I keep trying to add another O somewhere in the word.

2) More spells, and ones that are specific, flavorful and sorcerer-only is the key to 'fixing' the class.

I've seen very potent and impressive Sorcerers in play, but there is undeniably a very strong build and then not a lot of room to move beyond that. Adding a sorcerer-only spell that does elemental damage that they choose upon picking it would do a LOT to help out the 'no acid spells' issue. Adding some 'Wild' spells would go to help that subclass feel truly wild.

More importantly, this is a very achievable goal. Adding a revised Sorcerer is a lot of time and effort, not to mention the question of where and how you provide it to the players. More subclasses can't fix the existing ones. Massive errata isn't going to make anyone happy. But adding a handful of spells that provide the flexibility, unique class flavour, and options that the class needs? That's perfectly possible, and if carefully balanced can help the existing subclasses as well as new ones, without requiring people to radically rebuild their characters in response.

I think this is a great idea, although I question if everything that needs to be improved could be done through balanced spells.
 


So. Yes, the Sorcerer gets compared to the Wizard, and rightfully so. But yes, that's pretty much the core of its problems. Fixing it means weaning us off that comparison.

But so far the class design has not earned that.

Well the core of the problem is that it is compared to the wizard and *it suffers in the comparison*.
 

Into the Woods

Remove ads

Top