D&D 5E Companion thread to 5E Survivor - Subclasses (Part X: Sorcerers)

CleverNickName

Limit Break Dancing
Here's what I would do.
The Stone Sorcerer (CleverEdit)
Stone Sorcery
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

Bonus Proficiencies
At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

Metal Magic
Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Cantrips: primal savagery
1st Level: compelled duel, searing smite, thunderous smite, wrathful smite
2nd Level: branding smite, magic weapon
3rd Level: blinding smite, elemental weapon
4th Level: staggering smite, steel wind strike

Stone’s Durability
At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. This AC bonus improves to 14 + your Constitution modifier at 11th level, and to 15 + your Construction modifier at 17th level.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Stone Aegis
Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection. As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Stone’s Edge
Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Earth Master’s Aegis
Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
 

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The Sorcerer really should get a melee/martial version. Bards get Valor and Sword, Wizards get Bladesinger, and Warlocks get Hexblade. Meanwhile Sorcerer gets.... *crickets chirping *
There are two I'd say have the very bad beginnings of a melee sorcerer. The Storm Sorcerer should be bouncing in and out of melee, zapping people who are close and disengaging. The Draconic sorcerer should be able to tank up. Unfortunately both are bad at it.
 

Undrave

Legend
Wild Magic 6

Wild Magic 7

Wild Magic 8

Wild Magic 9

... WHY THO?!

Here’s how I would do the Wild Surge thing: You have Chaos Dice and whenever you go to spend a Sorcery Point on a Metamagic effect, you can use to not expend that point and instead roll your Chaos Dice. You start with a D6 at level 1.

If you roll a 1 or a 2 on your dice you get a Wild Surge, and once your spell resolve you get to roll on the Wild Surge table, adding your level to a d20 (so that as you gain in level the result that get worse and worse, until level 20 where you EXPLODE and inflict damage equal to your HP to everybody around you, DEX save for half.). After the surge, you can’t use your Chaos Dice until you rest.

If you don’t roll a 1 or a 2, your Chaos Dice shrinks down a step (D12-D10-D8-D6-D4), if you had a D4 it disappears (maybe you could just force a Wild Surge to get the effect?). Your Chaos Dice gets back to normal after a rest.

Basically, the more you use it the more likely you are to get a surge. No need for your DM to remember anything.
 


CleverNickName

Limit Break Dancing
The last sorcerer we had in our gaming group was a Wild Magic sorcerer. The player never rolled a 1 on a wild magic check, ever, despite casting oodles of spells every game. And it wasn't a matter of forgetting to make the roll; we play on VTT and we had built-in macros to automatically roll whenever he cast a spell. I'd never seen anything like it. He'd roll lots of 2s and 3s, but never a 1. Sure, the player could force it to trigger with Tides of Chaos, but pbbbth.

By the time the character reached 10th level, the player was so frustrated he asked the DM if he could change subclasses. Because let's be honest here: the Bend Luck ability is cool and all, but it can't carry a whole subclass. He switched to Storm Sorcery and never looked back.
 
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CleverNickName

Limit Break Dancing
anyone got an idea why shadow is doing so well?
No idea...I've never played one. But breaking it down:

Eyes in the Dark: this is very similar to the Devil's Sight warlock invocation. And let me tell you, that is an amazing combo. Being able to see in magical darkness, and being able to cast darkness, means you can create a "bunker" of darkness that nearly every target won't be able to see through. Then you spam your favorite ranged cantrip. It fails to dispel magic, so you'll need to make sure you keep counterspell and your Reaction for it...but not much else will defeat it. It's basically free advantage on attacks + cannot be targeted + enemy attacks are at disadvantage. For 100 rounds. (5 stars)

Strength of the Grave: meh. Very handy, but also very situational. If damage would drop you to 0 hit points, you make a Charisma save to drop to 1 hit point instead. (2 stars)

Hound of Ill Omen: a dire wolf that (1) isn't Large sized, (2) can be summoned as a bonus action, (3) is incorporeal, (4) can always find its quarry even if it's hiding or invisible, (5) cannot be banished/counterspelled/dispelled, and (6) attacks against it are at disadvantage. This is the most amazing summoned creature ever; I would name it Puppyhound and spam it every battle. (5 stars)

Shadow Walk: at-will teleportation as a bonus action, without spending a spell slot. You're basically Nightcrawler now. (4 stars)

Umbral Form: actually kind of mediocre compared to the last two. You become incorporeal, and you become resistant to all damage except force & radiant, for 1 minute. Not terrible, but just...meh. (3 stars)
 

Maxperson

Morkus from Orkus
... WHY THO?!

Here’s how I would do the Wild Surge thing: You have Chaos Dice and whenever you go to spend a Sorcery Point on a Metamagic effect, you can use to not expend that point and instead roll your Chaos Dice. You start with a D6 at level 1.

If you roll a 1 or a 2 on your dice you get a Wild Surge, and once your spell resolve you get to roll on the Wild Surge table, adding your level to a d20 (so that as you gain in level the result that get worse and worse, until level 20 where you EXPLODE and inflict damage equal to your HP to everybody around you, DEX save for half.). After the surge, you can’t use your Chaos Dice until you rest.

If you don’t roll a 1 or a 2, your Chaos Dice shrinks down a step (D12-D10-D8-D6-D4), if you had a D4 it disappears (maybe you could just force a Wild Surge to get the effect?). Your Chaos Dice gets back to normal after a rest.

Basically, the more you use it the more likely you are to get a surge. No need for your DM to remember anything.
For my part it's partially nostalgia. I've loved wild magic since it first came out and I use a different, better wild surge chart for my 5e game.
 

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