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General Tabletop Discussion
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Is the major thing that's disappointing about Sorcerers is the lack of sorcery point options?
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<blockquote data-quote="famousringo" data-source="post: 6909170" data-attributes="member: 6792445"><p>I'm pretty late to this party, but I'm going to come at it from a different angle: The sorcerer's near-total lack of at-will and short rest abilities, which combines poorly with the incredible rate at which they can burn long rest resources.</p><p></p><p>It's more than minimal hit points and proficiencies and the lack of ritual magic, it's also the lack of special short rest abilities like Wild Shape, Inspiration, and Channel Divinity. One or two bonus cantrips don't make up the gap, but it's all the sorcerer has left once he's Quickened and Twinned all his spell slots away.</p><p></p><p>It's the real reason multiclassing is so essential to playing an effective sorcerer. The class has the lowest baseline ability in the game, so it has to find that baseline somewhere else.</p><p></p><p>I'd like to see a set of thematic, spell-like, short rest or at-will abilities kind of like a warlock's Invocations. More powerful than cantrips, but no stronger than a 2nd level spell. Choose perhaps one per tier as the sorcerer's signature abilities. Design them to reward deep sorcerer levels so multiclass dips don't feel so essential. The goal is not to make the sorcerer more powerful, but to give them a little more flavour, a little more versatility, and a little more longevity.</p></blockquote><p></p>
[QUOTE="famousringo, post: 6909170, member: 6792445"] I'm pretty late to this party, but I'm going to come at it from a different angle: The sorcerer's near-total lack of at-will and short rest abilities, which combines poorly with the incredible rate at which they can burn long rest resources. It's more than minimal hit points and proficiencies and the lack of ritual magic, it's also the lack of special short rest abilities like Wild Shape, Inspiration, and Channel Divinity. One or two bonus cantrips don't make up the gap, but it's all the sorcerer has left once he's Quickened and Twinned all his spell slots away. It's the real reason multiclassing is so essential to playing an effective sorcerer. The class has the lowest baseline ability in the game, so it has to find that baseline somewhere else. I'd like to see a set of thematic, spell-like, short rest or at-will abilities kind of like a warlock's Invocations. More powerful than cantrips, but no stronger than a 2nd level spell. Choose perhaps one per tier as the sorcerer's signature abilities. Design them to reward deep sorcerer levels so multiclass dips don't feel so essential. The goal is not to make the sorcerer more powerful, but to give them a little more flavour, a little more versatility, and a little more longevity. [/QUOTE]
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Is the major thing that's disappointing about Sorcerers is the lack of sorcery point options?
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