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5E [GUIDE] Power Overwhelming: A Sorcerer Guide


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If you are playing by the single-roll interpretation, the added damage from spell bombardment gets added to every dart. The average rises from 3.5 to 4.125. If you use empowered spell to reroll 1s, you push the average dart damage to 4.66. if you reroll 1s and 2s, 4.94. If you reroll 1s, 2s, and 3s, 4.97.

I just roughed those numbers out, so they could be inaccurate, but the point is that spell bombardment interacts in a weird (and beneficial) way with magic missile, such that it competes with scorching ray (without greater invisibility) and lightning bolt in low- and mid-level slots. Against high-level enemies with legendary resistance and/or spell reflection, magic missile can be the best option.
 

Fritzo

First Post
Oh cool, like rolling 2d4 per missile then. Sounds sort of like a design oversight though, but a weirdly satisfying one.
 
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famousringo

First Post
Oh cool, like rolling 2d4 per missile then. Sounds sort of like a design oversight though, but a weirdly satisfying one.
Not really a design oversight so much as a boneheaded rule interpretation. I don't think anybody in decades of DnD ever rolled a single d4 for multiple magic missiles until Crawford made that ruling.

But yeah, if the evoker gets to have cheese, I guess the wild mage gets to have cheese whiz.
 

I like the practical effect, that it makes magic missile relevant again, but I agree that it's a weird way to run things.

Needless to say, if your DM has you roll each dart separately, spell bombardment hardly does anything special for magic missile.
 
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Aramalian

Explorer
Just a quick mention that the Storm Sorcery Origin, while moving from UA to publication, lost its bonus Spells Known. My guess would be that the Favored Soul will, too.
 


gyor

Legend
Just a quick mention that the Storm Sorcery Origin, while moving from UA to publication, lost its bonus Spells Known. My guess would be that the Favored Soul will, too.

Given the latest Sorceror UA you guessed right!!!

A new Favoured Soul that is no longer overpowered, far more balanced, and actually feels a lot more like a divine spell caster. I miss the wings how ever, but I love Blessed Counterance.

There is also Stone, Phoenix, and Sea sorceries.
 

Reina Lauren

First Post
A new Favoured Soul that is no longer overpowered, far more balanced, and actually feels a lot more like a divine spell caster. I miss the wings how ever, but I love Blessed Counterance.

Though the longer spell list doesn't help when it comes to choosing what spells to have. Does anyone have any suggestions for the best spells to pick from the favored soul extended spell list for a a) buffing b) debuffing?

If it helps at all with suggestions, I'm in a party of 3: swashbuckler rogue, grapple/rage barbarian, and myself. All halflings because why not? ^^
 
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Emberkahn

First Post
Hey Everyone!
Big fan of this guide btw.
Question: What is the source for favoured soul subclass? Also has its abilities been changed?
I've been looking online and have found about 50 different ones which is seriously confusing.
Any help with this would be seriously appreciated.
 





Tharizdun

First Post
I have a half elf paladin 6 / sorcerer 10 as of this writing, wielding a staff of the magi. Casting quickened / distant aid or quickened or twinned cure wounds is amazing, quickened spells in combination with the multiattack and smite combo is a feast of damage.
 

Vulf

First Post
Twincast Greenflame Blade is pretty intense. Though your table will have to ignore JC's insane brainfart where he thought the splash damage meant it had more than 1 target.

Getting within 5 feet of two enemies that are also adjacent to each other might be rare without a Swiftcast Lightning Lure. Talk to your DM about creating cantrips using the rules in the DMG. A Lightning Lure that targets 2 creatures would be stellar.
 
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Vulf

First Post
Lightning Lure is pretty awful damage, you'd be better off twinning Firebolt, but it can be decent to Quicken it to cast as a bonus action and drag enemies into range of some Twinned melee cantrips that pour on the damage like Greenflame Blade.

If your DM is the sort that likes to use optional rules from the DMG, you can work with him to create new spells using the rules on pages 283-284.

The suggested modifications include adding more targets to spells but reducing the damage die, so you could have Lightning Lure target 2 enemies, but deal only 1d4 damage.

Take something like Greenflame Blade, make it deal Cold damage, and call it Frostblade.
Make Firebolt into Ice Lance by just changing the damage type to cold as well.
It would allow you to stick to a theme if your Sorcerous Origin was Silver Dragon.
There are tradeoffs involved, the same spell damage types would benefit from your Elemental Affinity, but you would be at a disadvantage against enemies immune to your origin's damage type.
 
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I love this guide. I was wondering where you'd place the Pyromancer origin from Planes Shift: Kaladesh (magic.wizards.com/en/articles/archive/feature/plane-shift-kaladesh-2017-02-16) in it. I love this origin but no one's talking about it. (Google keeps giving me 3.5e threads.) So, thought?
 


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