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Revised Phoenix Sorcerer
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<blockquote data-quote="Hawk Diesel" data-source="post: 7825756" data-attributes="member: 59848"><p>There's already one in XGtE. Besides, what this is at heart is a fire sorcerer. You can rework the flavor however you like, maybe an efreeti or fire genasi bloodline, but I think the mechanics are worth considering.</p><p></p><p></p><p></p><p>I was thinking about the comparison to rage as well, but there are a few reason that I am ok with this being at will and designed like this.</p><p></p><p>First of all, rage is way stronger. It gives you a damage bonus on any melee weapon attack, advantage on strength saves and checks, and resistance on the 3 most commonly used damage types in the game. </p><p></p><p>On the other hand, mantle of flame gives a small damage bonus to fire spells (the most resisted damage type in the game). Also, unlike barbarians, sorcerers are very squishy. If they are taking damage from melee attackers, they probably aren't doing it because they are the party's frontline fighter and want to soak up that damage to deal a couple extra points of damage. And once again, it is the most resisted damage type in the game.</p><p></p><p>The one place where there may be concern is with a sorcerer dip for mantle of flame. And that should be considered, but I am also of the mind that it shouldn't necessarily be a dealbeaker for a cool mechanic.</p><p></p><p>But perhaps this ability should be limited. I don't think it warrants being limited as much as rage. I'd say either recharge on a short rest, or a number of uses equal to spellcasting modifier per long rest.</p><p></p><p></p><p></p><p>Is it though? Until level 18, it still requires the sorcerer to take damage to use the ability. It's also situational, since it only works with fire damage. While fire damage is the most common energy damage type of monsters, this ability still requires a character to encounter others that use fire damage against them, so there may be long stretches of time when it isn't even relevant.</p><p></p><p>Now I wanna be clear, I'm not discarding your feedback. I'm definitely considering and hearing your concerns. I'm just providing my thought process as I was designing these abilities, as well as my rationale as I hear your thoughts. Not saying that rationale is right, just providing some context that may be helpful. </p><p></p><p></p><p></p><p>Sorry, but this is where i completely but respectfully disagree. However, I recognize that this is my personal style of play and that may not be everyone's can of Monster (not a fan of tea or coffee). From my perspective this <em>is</em> a level 18 capstone ability. By this level, class powers and abilities should be OP. As to your suggestion with the radiant damage, how is that not functionally the same as overcoming fire immunity?</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7825756, member: 59848"] There's already one in XGtE. Besides, what this is at heart is a fire sorcerer. You can rework the flavor however you like, maybe an efreeti or fire genasi bloodline, but I think the mechanics are worth considering. I was thinking about the comparison to rage as well, but there are a few reason that I am ok with this being at will and designed like this. First of all, rage is way stronger. It gives you a damage bonus on any melee weapon attack, advantage on strength saves and checks, and resistance on the 3 most commonly used damage types in the game. On the other hand, mantle of flame gives a small damage bonus to fire spells (the most resisted damage type in the game). Also, unlike barbarians, sorcerers are very squishy. If they are taking damage from melee attackers, they probably aren't doing it because they are the party's frontline fighter and want to soak up that damage to deal a couple extra points of damage. And once again, it is the most resisted damage type in the game. The one place where there may be concern is with a sorcerer dip for mantle of flame. And that should be considered, but I am also of the mind that it shouldn't necessarily be a dealbeaker for a cool mechanic. But perhaps this ability should be limited. I don't think it warrants being limited as much as rage. I'd say either recharge on a short rest, or a number of uses equal to spellcasting modifier per long rest. Is it though? Until level 18, it still requires the sorcerer to take damage to use the ability. It's also situational, since it only works with fire damage. While fire damage is the most common energy damage type of monsters, this ability still requires a character to encounter others that use fire damage against them, so there may be long stretches of time when it isn't even relevant. Now I wanna be clear, I'm not discarding your feedback. I'm definitely considering and hearing your concerns. I'm just providing my thought process as I was designing these abilities, as well as my rationale as I hear your thoughts. Not saying that rationale is right, just providing some context that may be helpful. Sorry, but this is where i completely but respectfully disagree. However, I recognize that this is my personal style of play and that may not be everyone's can of Monster (not a fan of tea or coffee). From my perspective this [I]is[/I] a level 18 capstone ability. By this level, class powers and abilities should be OP. As to your suggestion with the radiant damage, how is that not functionally the same as overcoming fire immunity? [/QUOTE]
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