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5e Sorcerer versus Wizard, which is better?
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<blockquote data-quote="Blue" data-source="post: 7802724" data-attributes="member: 20564"><p>False that you will always get one spell off. It appears within 30', but the target can be up to 120' away. The Hound explicitly rolls it's own initiative, not moving on your turn. So your same-turn-spell will often go off before the Hound has a chance to close. It only happens if you have closed with your opponent to be within 30', which there are plenty of times not what you want to do for a number of reasons.</p><p></p><p>Also, it can't close with opponents that require flight or other special movement modes even if it's not killed. Which occurs more frequently at high levels. I guess you could summon it next to a low-flying opponent to get off a spell, but then it will fall. Does save needing the Heighten Spell metamagic, same SP cost.</p><p></p><p></p><p></p><p>Mounting takes half your move, so you're further restricting how far away you can summon it.</p><p></p><p>Now you're spending an ASI/feat to keep alive a CR 1 creature at high levels. That's not somethign you should expect all characters to do to eek out a little more from a non-scaling feature. And since it has a programmed movement it might move through objects, which will just push you off. A foe could move behind total cover on their turn to force that. Alternately they can move behind others, and the Hound's move can allow them to get plenty of opportunity attacks on your sorcerer. Moving so you go through hazards as well. You're putting control over where you move, not on your turn, into the hands of your foes carries a lot of risk.</p></blockquote><p></p>
[QUOTE="Blue, post: 7802724, member: 20564"] False that you will always get one spell off. It appears within 30', but the target can be up to 120' away. The Hound explicitly rolls it's own initiative, not moving on your turn. So your same-turn-spell will often go off before the Hound has a chance to close. It only happens if you have closed with your opponent to be within 30', which there are plenty of times not what you want to do for a number of reasons. Also, it can't close with opponents that require flight or other special movement modes even if it's not killed. Which occurs more frequently at high levels. I guess you could summon it next to a low-flying opponent to get off a spell, but then it will fall. Does save needing the Heighten Spell metamagic, same SP cost. Mounting takes half your move, so you're further restricting how far away you can summon it. Now you're spending an ASI/feat to keep alive a CR 1 creature at high levels. That's not somethign you should expect all characters to do to eek out a little more from a non-scaling feature. And since it has a programmed movement it might move through objects, which will just push you off. A foe could move behind total cover on their turn to force that. Alternately they can move behind others, and the Hound's move can allow them to get plenty of opportunity attacks on your sorcerer. Moving so you go through hazards as well. You're putting control over where you move, not on your turn, into the hands of your foes carries a lot of risk. [/QUOTE]
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5e Sorcerer versus Wizard, which is better?
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