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


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Flights of Fancy

Candy is King
As if Divine Soul is any better on that front? "Pick spells from the Cleric list, and have one free Cleric spell" is hardly awe-inspiring. And the rest of the features are just as rote. Including wings at a very late level, as others have criticized.
If you can't appreciate it's beauty, that is on you.

I've seen some people clamour for a non-PHB winner because for whatever reasons, for me Draconic Bloodline is BORING and tedious and lackluster--It is really elemental, hardly "dragon" at all.

You complain about the wings at very late levels? Man, look at Draconic Bloodline--your wings are at the EXACT same level!!!

Let's look at them...

Draconic:
  • draconic language, and bonus when talking to dragons (snooze-ville!)
  • +1 hp/level (nice, of course) and AC 13 base (so no need for Mage Armor, also nice)
  • add CHA mod to one type of elemental damage
  • spend a SP to gain resistance to that type as well for 1 hour (this should be FREE IMO)
  • wings
  • spend 5 SP to charm or scare stuff (yawn) at a level when a lot of things won't be
HP, AC, damage, resistance, and spending SP (up to 5!) for a feature which at 18th level likely won't help. Also, why gain resistance to the same damage type? If you want that damage resistance, odds are the creatures you are facing have resistance or immunity to it anyway if they are using it against you.

Celestial:
  • An entire class list of spells additionally open! (You DON'T have to focus on healing...)
  • A bonus known spell (significant given the limited known spells!), even if restricted by alignment.
  • Short rest ability to bump a failed attack or save by avg 5 points! Extremely useful IME.
  • spend SP to reroll ANY number of dice when someone in 5 feet (range is very limited) is healed to improve the roll.
    (Note: thematically, this should have been expanded for the OTHER alignment types...that is my only gripe about celestial.)
  • wings
  • recover half your maximum HP as a bonus action once per long rest
60% (or so) of additional available spell selection plus an extra known spell, ability to help with saves (and attack rolls) for FREE, 1 SP for (basically) advantage on healing spells (not even cast by the sorcerer!), and super recovery HP at a level where it WILL make a difference.

Given the enhanced spell selection and features which are less reliant on SP (which are more fun to use for metamagics!), yeah, celestial kicks draconic in the butt IMO. If you want the "combat sorcerer", yes draconic works okay, but for pretty much any other use it is sort of meh.
 

Omand

Hero
Divine Soul 23
Draconic Bloodline 9 + 1 = 10
Giant Soul Sorcerer 9
Sea Sorcery 18
Shadow Magic 23
Stone Sorcery 17 - 2 = 15
Storm Sorcery 20
 

Maxperson

Morkus from Orkus
Divine Soul 23
Draconic Bloodline 9
Giant Soul Sorcerer 9
Lunar Magic 1 - 2 = -1.."new moon"..more like no moon
Sea Sorcery 18
Shadow Magic 22 + 1 = 23
Stone Sorcery 17
Storm Sorcery 20
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EzekielRaiden

Follower of the Way
If you can't appreciate it's beauty, that is on you.

I've seen some people clamour for a non-PHB winner because for whatever reasons, for me Draconic Bloodline is BORING and tedious and lackluster--It is really elemental, hardly "dragon" at all.

You complain about the wings at very late levels? Man, look at Draconic Bloodline--your wings are at the EXACT same level!!!
...yes, that was the point. The wings are the same, so if it was a reason to crap on Draconic, it is just as much a reason to crap on this.
Draconic:
  • draconic language, and bonus when talking to dragons (snooze-ville!)
  • +1 hp/level (nice, of course) and AC 13 base (so no need for Mage Armor, also nice)
  • add CHA mod to one type of elemental damage
  • spend a SP to gain resistance to that type as well for 1 hour (this should be FREE IMO)
  • wings
  • spend 5 SP to charm or scare stuff (yawn) at a level when a lot of things won't be
HP, AC, damage, resistance, and spending SP (up to 5!) for a feature which at 18th level likely won't help. Also, why gain resistance to the same damage type? If you want that damage resistance, odds are the creatures you are facing have resistance or immunity to it anyway if they are using it against you.
You seem to think anything related to the dragon side is "snooze-ville" and yet you fault it for not doing draconic things. That's...hard to square and just makes it sound like you simply hate it for not reason. Particularly given you recognize that it comes out the gate with multiple solid features (essentially a free spell known via not needing mage armor and bonus HP) and picks up an excellent damage-booster via Elemental Affinity. (Doubly good if you grab Elemental Adept to nix resistance.) I certainly grant that the resistance probably should've been free. But that's one below-par feature out of four. Finally, you overestimate the prevalence of charm/fear immunity. For things higher than CR 14, it's not even half of all creatures, and the vast majority are undead, constructs, or extremely old dragons. Yes, the feature could be more versatile, but it's hardly the worst thing ever, and it IS thematic for dragons. (Personally, I wish it offered Advantage on Deception, Intimidate, and Persuasion checks for a fixed time period as a non-combat alternative option. Perhaps it can be changed in "One D&D.")

Celestial:<snip>
60% (or so) of additional available spell selection plus an extra known spell, ability to help with saves (and attack rolls) for FREE, 1 SP for (basically) advantage on healing spells (not even cast by the sorcerer!), and super recovery HP at a level where it WILL make a difference.
Firstly, 90% of your stuff here seems to be "Divine Soul got a ton of power creep and thus is better." Power creep is snooze-ville just as much. Getting stuff special to your subclass is fine; getting something that simply outright makes you better than other Sorcerers period is bad. Both the bonus spell and the "Favored by the Gods" trait are 100% grade A prime power creep. Second, it is not advantage nor an equivalent. You reroll once. If the reroll is worse, you keep it. That doesn't make it bad to have, but it isn't anywhere near as good as true "advantage on spell healing rolls" would be. Further, despite your assertion that you don't have to specialize in healing you make rather a big point out of blowing your core resource on healing.
 




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