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General Tabletop Discussion
*Dungeons & Dragons
Revised Phoenix Sorcerer
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<blockquote data-quote="Hawk Diesel" data-source="post: 7825850" data-attributes="member: 59848"><p>But how? Light is a cantrip. It's a ribbon ability at best, and under certain circumstances can make the character or party a target, since it would hinder stealth. The damage extra damage is neglible until higher levels, and again is a highly resisted damage type. And I don't get the point about insects. How does it make the sorcerer immune to them? And again, the minor fire shield effect is not really ideal, because sorcerers typically don't wanna be anywhere near melee range.</p><p></p><p>Is this really more powerful than the at will advantage of a wild mage sorcerer? Or a darkness sorcerer's 120ft division, which effectively makes them invisible while in darkness for any creature that relies on sight (as well as making them ideal scouts to warn the party of oncoming danger in the dark before the danger can spot them)?</p><p></p><p></p><p></p><p>How is taking damage not a limitation? And why is it bad if the abilities have synergy? Additionally, Phoenix Spark requires additional resource expenditure. Hit dice don't automatically fully recharge on a long rest, meaning it does require determining if you wanna spend it all and have fewer hit dice the next day, or just enough to recover them all or have some left for a particularly difficult adventuring day. Without spending hit dice, this is no different than a half-orc's relentless endurance or shadow sorcerer's strength of the grave, except those examples get the ability at level 1 versus level 14 for the Phoenix Sorcerer.</p><p></p><p>I do like [USER=1095]@Salthorae[/USER]'s suggestion, though maybe instead I'd limit Nourishing Flame to maybe reducing the cost of the metamagic used by 2.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7825850, member: 59848"] But how? Light is a cantrip. It's a ribbon ability at best, and under certain circumstances can make the character or party a target, since it would hinder stealth. The damage extra damage is neglible until higher levels, and again is a highly resisted damage type. And I don't get the point about insects. How does it make the sorcerer immune to them? And again, the minor fire shield effect is not really ideal, because sorcerers typically don't wanna be anywhere near melee range. Is this really more powerful than the at will advantage of a wild mage sorcerer? Or a darkness sorcerer's 120ft division, which effectively makes them invisible while in darkness for any creature that relies on sight (as well as making them ideal scouts to warn the party of oncoming danger in the dark before the danger can spot them)? How is taking damage not a limitation? And why is it bad if the abilities have synergy? Additionally, Phoenix Spark requires additional resource expenditure. Hit dice don't automatically fully recharge on a long rest, meaning it does require determining if you wanna spend it all and have fewer hit dice the next day, or just enough to recover them all or have some left for a particularly difficult adventuring day. Without spending hit dice, this is no different than a half-orc's relentless endurance or shadow sorcerer's strength of the grave, except those examples get the ability at level 1 versus level 14 for the Phoenix Sorcerer. I do like [USER=1095]@Salthorae[/USER]'s suggestion, though maybe instead I'd limit Nourishing Flame to maybe reducing the cost of the metamagic used by 2. [/QUOTE]
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