Often considered one of the "weaker designs" in 5e, how does this new version hold up?
I think a lot of the new Sorceror power is hidden in the details, and its easy to miss.
Probably the number 1 improvement: Metamagics can now we swapped out per long rest. That is HUGE, it means those more situational metamagics are now back on the menu. Hey do I know I'm assaulting an orc camp from long range today, bring on distant spell. Are we doing a stealth mission, subtle spell here we go. This will provide a huge improvement to the sorceror's versatility, and honestly is probably the biggest change to me.
Arcane Apotheosis: Now THAT's a capstone type ability. You can now break wish without major consequence (sure you take the ability penalty but that's peanuts compared to the real cost... the risk of losing wish), you can use wish without spending your 9th level slot. Again just awesome, wizards will definately be jealous of this one.
The New Spells
I'll note the spells below, but I will say its nice to see a number of common needs for the sorc handled by default spells. You get a bit of healing, ranged damage, area damage, and a metamagic upgrade all baked in. This lets you spend your prepared slots on other niches without losing some ability to contribute in combat, and I think that is a really nice touch.
The new sorcerous vitality is nice, the healing isn't all that great but the condition removal is solid, and its a free spell on top of your list, I'll never say no to that!
Arcane Eruption is actually really good. At 6d6 damage (practically any type you want), and you only need 1 1 on a d6 to incapaciate everyone you target, that is very very good. And even if you miss that, blinding everyone is still pretty solid. If this wasn't a con save it might even be OP, but a con save does reign it down a bit. I do think this is a very nice 4th level spell, and again you will have always have it, meaning you really don't need to spend a lot of slots for condition/damage spells at this point and can focus on other things.
Sorcery Incarnate I think is a question mark. At first glance, looks really cool. But how good is it really? Sure I can quicken and twin a spell...but I'm already costing a 5th level slot and my concentration to do that, am I really getting a lot of value? As people think through the combos we will see its real power, but I think its going to be weaker than it appears.
Sorcerous Burst: As cool as this might look, when it comes to the math the simple truth is, it turns your average from 3.5 to ~4.... so effectively weaker than a 1d8 cantrip! It gets a little spicier at higher levels as you have more chances to activate the bursts, but this is never going to be "toll the dead" levels of damage.
Dragon Subclass
Man look at that AC, I can easily sport a 17ish even 18ish AC with the right stats at higher levels, not bad at all without even needing a spell slot.
I think a lot of the new Sorceror power is hidden in the details, and its easy to miss.
Probably the number 1 improvement: Metamagics can now we swapped out per long rest. That is HUGE, it means those more situational metamagics are now back on the menu. Hey do I know I'm assaulting an orc camp from long range today, bring on distant spell. Are we doing a stealth mission, subtle spell here we go. This will provide a huge improvement to the sorceror's versatility, and honestly is probably the biggest change to me.
Arcane Apotheosis: Now THAT's a capstone type ability. You can now break wish without major consequence (sure you take the ability penalty but that's peanuts compared to the real cost... the risk of losing wish), you can use wish without spending your 9th level slot. Again just awesome, wizards will definately be jealous of this one.
The New Spells
I'll note the spells below, but I will say its nice to see a number of common needs for the sorc handled by default spells. You get a bit of healing, ranged damage, area damage, and a metamagic upgrade all baked in. This lets you spend your prepared slots on other niches without losing some ability to contribute in combat, and I think that is a really nice touch.
The new sorcerous vitality is nice, the healing isn't all that great but the condition removal is solid, and its a free spell on top of your list, I'll never say no to that!
Arcane Eruption is actually really good. At 6d6 damage (practically any type you want), and you only need 1 1 on a d6 to incapaciate everyone you target, that is very very good. And even if you miss that, blinding everyone is still pretty solid. If this wasn't a con save it might even be OP, but a con save does reign it down a bit. I do think this is a very nice 4th level spell, and again you will have always have it, meaning you really don't need to spend a lot of slots for condition/damage spells at this point and can focus on other things.
Sorcery Incarnate I think is a question mark. At first glance, looks really cool. But how good is it really? Sure I can quicken and twin a spell...but I'm already costing a 5th level slot and my concentration to do that, am I really getting a lot of value? As people think through the combos we will see its real power, but I think its going to be weaker than it appears.
Sorcerous Burst: As cool as this might look, when it comes to the math the simple truth is, it turns your average from 3.5 to ~4.... so effectively weaker than a 1d8 cantrip! It gets a little spicier at higher levels as you have more chances to activate the bursts, but this is never going to be "toll the dead" levels of damage.
Dragon Subclass
Man look at that AC, I can easily sport a 17ish even 18ish AC with the right stats at higher levels, not bad at all without even needing a spell slot.