• 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 20th level Sorcerer vs the world

We can all make mistakes.
This is true: I questioned your build when I meant your playstyle and reading of the rules.

Is Trance of Order something you can use per long rest, per short rest, or unlimited? I ask because you are claiming unbeatable bonuses on every important skill check you make. (The sessions I played with a Clockwork Sorcerer, he treated that ability like 1 / short rest.)

You claim that casting Invisibility makes you undetectable, even when challenging foes with Truesight and similar abilities that bypass invisibility and see you anyway.

Your Stealth check covers only you. If you bring the sims along on a confrontation, they have to make their own Stealth checks - using their abilities to boost your modifiers leaves them stuck with poorer rolls. Suppose somebody sees them but not you and sounds an alarm? Or interrogates them and gains enough information to tell the Wizards about who you are and your plans for them?

As noted previously, you are not fully grasping that D&D is a group game not a solo game; other players get to take a turn, and the monsters get a turn too.
 

log in or register to remove this ad

This is true: I questioned your build when I meant your playstyle and reading of the rules.

Is Trance of Order something you can use per long rest, per short rest, or unlimited? I ask because you are claiming unbeatable bonuses on every important skill check you make. (The sessions I played with a Clockwork Sorcerer, he treated that ability like 1 / short rest.)

It's a class ability where the sorcerer magically calls on his link with the plane of Mechanus so that any dice roll of 9 or less is treated as a 10 for 10 rounds. It's once per long rest, but can be reset by spending 7 SP. It doesn't make any roll unbeatable, it reduces the randomness of his own performance.

Interestingly, the explicit mention of Mechanus makes it not working in Eberron without a DM fiat, but I guess he didn't think things through.
 

2. You cast Trance of Order... which doesn't influence your bonus to hit, it prevents you from rolling low. This isn't the same thing, even if in this case it doesn't change a lot of things compared to a Wizard's typical AC).
3. Your intent is to cast AMF and approach into melee range. Initiative is rolled. On your action count, you Wish for an AMF. You're no longer benefitting from Greater Invisibility and Nondetection, and Trance of Order. If you're forgetful with positionning, your various Simulacra might be suppressed as well so be careful. Franckly, at this point, you'd better off sending an NPC Assassin with the Sentinel feat alone as you won't contribute anything meaningful to the fight.
4. Provided he's still within range of your Sentinel feat at his turn, the target can't move away if you succeed on an AoO using your reaction (which would get a reasonable chance to succeed depending on the Wizard's AC but not be guaranteed either), you can reduce his speed to 0 for this turn, which would prevent a use of a Dash action (since it gives another move but the move speed would still be 0 ft.)
5. This resolves as whether your Assassin's simulacrum can kill the wizard before the Wizard's Assassin simulacrum can down the agressor. The result will certainly only demonstrate the superiority of the Assassin Rogue over spellcasters in non-magical combat and the result comes from the luck of the dice as both casters are comparable in terms of durability.


You cast Antimagic field. Summoned spirits of orders by clockwork cavalcade can't manifest or heal anything. Have you forgotten the beginning of your sentence?



Unless someone cast Antimagic Field at the beginning of the fight, of course.


Wondering why it doesn't work, over and over.

2. You cast Trance of Order... which doesn't influence your bonus to hit, it prevents you from rolling low. This isn't the same thing, even if in this case it doesn't change a lot of things compared to a Wizard's typical AC).

+19. Its bigger than Wizard's AC until presented here.

3. Your intent is to cast AMF and approach into melee range. Initiative is rolled. On your action count, you Wish for an AMF. You're no longer benefitting from Greater Invisibility and Nondetection, and Trance of Order. If you're forgetful with positionning, your various Simulacra might be suppressed as well so be careful. Franckly, at this point, you'd better off sending an NPC Assassin with the Sentinel feat alone as you won't contribute anything meaningful to the fight.

Wrong, approach intot melee range(Invisible) and cast an INVISIBLE Antimagic Field.
Yes It isn't no longer invisible, nice. I will be the last think that a Wizard will do.

Wrong. Trance of Order isn't a magical effect. It remains in Antimagic Field.


4. Provided he's still within range of your Sentinel feat at his turn, the target can't move away if you succeed on an AoO using your reaction (which would get a reasonable chance to succeed depending on the Wizard's AC but not be guaranteed either), you can reduce his speed to 0 for this turn, which would prevent a use of a Dash action (since it gives another move but the move speed would still be 0 ft.)

The Simulacrum is out range of Antimagic Field Sorry.

+19 to hit will kill the Wizard, easily.

"You cast Antimagic field. Summoned spirits of orders by clockwork cavalcade can't manifest or heal anything. Have you forgotten the beginning of your sentence?"

Clockwork Cavalcade isn't a magical effect. I works inside an antimagic field.

"Unless someone cast Antimagic Field at the beginning of the fight, of course"

Clockwork cavalcade works on antimagic field. It's a class feature as rage is.
 
Last edited:

It's a class ability where the sorcerer magically calls on his link with the plane of Mechanus so that any dice roll of 9 or less is treated as a 10 for 10 rounds. It's once per long rest, but can be reset by spending 7 SP. It doesn't make any roll unbeatable, it reduces the randomness of his own performance.

Interestingly, the explicit mention of Mechanus makes it not working in Eberron without a DM fiat, but I guess he didn't think things through.
Thank you for the description; I do not have a copy of the Clockwork Sorcerer to review its powers (and claims about them) myself.
 

It's a class ability where the sorcerer magically calls on his link with the plane of Mechanus so that any dice roll of 9 or less is treated as a 10 for 10 rounds. It's once per long rest, but can be reset by spending 7 SP. It doesn't make any roll unbeatable, it reduces the randomness of his own performance.

Interestingly, the explicit mention of Mechanus makes it not working in Eberron without a DM fiat, but I guess he didn't think things through.
"It's a class ability where the sorcerer magically calls"

Wrong, It isn't a magical effect.
And yes, It makes him unbeatiable.
 


If the Sorcerer casts Antimagic Field on the Wizard and a Sim approaches to melee the Wizard, is the Sim in the AMF - and therefore turns back into a pile of snow?
 



If the Sorcerer casts Antimagic Field on the Wizard and a Sim approaches to melee the Wizard, is the Sim in the AMF - and therefore turns back into a pile of snow?

It is suppressed, not unmade. The AMF spells states that:

A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Since a Simulacrum is a creature, it vanishes shortly while his position in the antimagic field.

BTW, I'll let everyone decide if "You gain the ability to align your consciousness to the endless calculations of Mechanus" and "You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you" are magical effect or not, with the added precision that they can be fueled by sorcery points. I'd say these class features can count as magic, if not one could simply take a fey step and teleport out of an antimagic field provided that they get this ability through racial feature and their natural link to Thelanis instead of casting a spell.
 
Last edited:

Into the Woods

Remove ads

Top