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D&D 5E 20th level Sorcerer vs the world

Sure, but you see this is one of the core problems with your whole approach in a nutshell. You could just have a 20 Charisma and basically always hit with Trance of Order under normal circumstances and that would be plenty awesome. Instead you neglect the basics (like Charisma on a damned Sorcerer) so that you can rely on more overbuilt, overdesigned, strategies which, of course, are always going to have their limitations and counterstrategies.
The Bastion cant be defeated. If you have Lucky, you can scape.
 
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You have written that one time too many, With a +19 to hit, your Sorcerer should be able to hit AC 35 creature without a critical hit (on a roll of 16-20). So, OK, demonstrate us, step by step, how you get from a dice roll to the end result of hitting AC 35 outside of rolling 20, from the confine of your antimagic field and supposing we accept the strange rule that class features aren't blocked by said antimagic field.

It should be easy since you'have claimed that so many time.
Its 19-29 attack roll.
Strange rules is Antimagic Field Affecting non magical class feature 😂. You dont need to accept nothing.

How to know if an ability is magical.
  • Is it a magic item?
  • Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description?
  • Is it a spell attack?
  • Is it fueled by the use of spell slots?
  • Does its description say it’s magical?

Rage, Bard's inspiration, Trance of Order, Clockwork Cavalcade isn't magical.


Divine Smite, Wild Shape, Fireball is magical effect.
 
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So it's not what you claimed. You mentionned +19 to-hit. That's what I want to see. 19-29 attack roll isn't +19, which results in 20-39.
Anyway, It's Wizard's death.

Also, Trance of Order and Clockwork Cavalcade isn't a magical effect.
It turns him unbeatiable on his Antimagic Field.

Save Advice compendium:

Is the breath weapon of a dragon magical? If you cast antimagic field, don armor of invulnerability, or use another feature of the game that protects against magical or nonmagical effects, you might ask yourself, “Will this protect me against a dragon’s breath?” The breath weapon of a typical dragon isn’t considered magical, so antimagic field won’t help you but armor of invulnerability will. You might be thinking, “Dragons seem pretty magical to me.” And yes, they are extraordinary! Their description even says they’re magical. But our game makes a distinction between two types of magic: • the background magic that is part of the D&D multiverse’s physics and the physiology of many D&D creatures • the concentrated magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect In D&D, the first type of magic is part of nature. It is no more dispellable than the wind. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about. When a rule refers to something being magical, it’s referring to that second type.
Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature:
• Is it a magic item?
• Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description?
• Is it a spell attack?
• Is it fueled by the use of spell slots?
• Does its description say it’s magical?


If your answer to any of those questions is yes, the feature is magical. Let’s look at a white dragon’s Cold Breath and ask ourselves those questions. First, Cold Breath isn’t a magic item. Second, its description mentions no spell. Third, it’s not a spell attack. Fourth, the word “magical” appears nowhere in its description.
Our conclusion: Cold Breath is not considered a magical game effect, even though we know that dragons are amazing, supernatural beings.
 

Anyway, It's Wizard's death.

Well, no, since it was again an false claim that was debunked, resulting in yet another build disqualified and destroyed by Contigent Fiery Destruction of the Character Sheet. Your ashtray is probably filled up at this point. You should really strive to post a legal build. In nearly 100 pages of this thread, we're yet to see one.

Strange rules is Antimagic Field Affecting non magical class feature 😂. You dont need to accept nothing.

How to know if an ability is magical.
  • Is it a magic item?
  • Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description?
  • Is it a spell attack?
  • Is it fueled by the use of spell slots?
  • Does its description say it’s magical?

Rage, Bard's inspiration, Trance of Order, Clockwork Cavalcade isn't magical.


Divine Smite, Wild Shape, Fireball is magical effect.

And since you mention spell slots, Sorcery Points (which fuel both Clockwork Cavalcade and Trance of Order) falls under that umbrella has it has the same effect as spell slots. As the Sage Advice told "it is straightforward" to determine that linking to another plane of existence and summoning spirits is magical in the description.
 
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And since you mention spell slots, Sorcery Points (which fuel both Clockwork Cavalcade and Trance of Order) falls under that umbrella. Your "check list" to determine if something is magical is missing the obvious.
Repeat again:

Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature:
• Is it a magic item?
• Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description?
• Is it a spell attack?
• Is it fueled by the use of spell slots?
• Does its description say it’s magical?


It isn't my check list, It's official rulling Sage Advice Compendium. Sorcery Points isn't spell slots.
You lose again.
 
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• Is it fueled by the use of spell slots?

Sorcery Point isn't spell slots, i'm sorry.

Again, I am not sure you understand English. The list is a way to illustrate the difference between the "natural magic" and what is a magical effect, not a complete list of very carefully weighted situation to cover all case of what is a magical effect. Listen to Crawford's video on this. Class abilities of both wizards and sorcerer are magical in that sense. If you want to allow them (despite the silliness of it) why not since it benefits Wizard as well, but it's just misunderstanding of D&D rules on your part.
 

Again, I am not sure you understand English. The list is a way to illustrate the difference between the "natural magic" and what is a magical effect, not a complete list of very carefully weighted situation to cover all case of what is a magical effect. Listen to Crawford's video on this. Class abilities of both wizards and sorcerer are magical in that sense. If you want to allow them (despite the silliness of it) why not since it benefits Wizard as well, but it's just misunderstanding of D&D rules on your part.
Ahahah, you still can't follow rules.
Metagamer and cheater one.




Are Trance of Order and Clockwork Cavalcade classe feature magical effects?

Official rules of the Sage Avice Compedium:

Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature:

•Is it a magic item?
•Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description?
• Is it a spell attack?
• Is it fueled by the use of spell slots?
• Does its description say it’s magical?
If your answer to any of those questions is yes, the feature is magical.



Conclusion: Trance of Order and Clockwork Cavalcade isn't magical.

The rules are clear my friend. It doesn't matter what you think.





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The Bastion is unbeatiable inside an Antimagic Field with Trance of Order and Clockwork Cavalcate.
 
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