D&D (2024) Spellfire Sorceror what did you score it Green/Yellow/Red?

Spellfire Sorceror what did you score it Green/Yellow/Red?

  • Green

    Votes: 12 42.9%
  • Yellow

    Votes: 14 50.0%
  • Red

    Votes: 2 7.1%


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I haven't read the books so I don't know anything about it, but it doesn't really excite me at all. But i don't see anything wrong with it either.

Radiant Fire should be an attack roll to benefit from Sorcerer's advantage.
 

I’d rate it yellow. It’s not bad per se but it also just doesn’t feel like spellfire to me.

Early in the 2014 era, they playtested having spellfire be a series of supernatural gifts. I quite liked that approach and was sorry to see it dropped. You can see elements of it in Laeral Silverhand’s stat block in Dragon Heist.
 

I’d rate it yellow. It’s not bad per se but it also just doesn’t feel like spellfire to me.

Early in the 2014 era, they playtested having spellfire be a series of supernatural gifts. I quite liked that approach and was sorry to see it dropped. You can see elements of it in Laeral Silverhand’s stat block in Dragon Heist.

To me Spellfire fits well as a Sorceror subclass because it's really a spark of innate magic in a person, but I think they need a Spellfire spell that is completely unique & exclusive to this subclass.
 

To me Spellfire fits well as a Sorceror subclass because it's really a spark of innate magic in a person, but I think they need a Spellfire spell that is completely unique & exclusive to this subclass.
Yes, a unique spellfire spell would be a good start.

And yes, sorcerer is a good chassis for spellfire. I just think this iteration is kinda meh.
 

I rated Yellow. Healing spells on a Sorcerer definitely adds something new and interesting (in terms of 2024+ content), but the rest is just pretty boring.

With how many other ways there are to get temp HP, 1d4 + Cha temp HP is useless most of the time. And 1d6 damage per turn (with saving throw) is ok but uninspiring. Absorb Spells is really weak - Sorcerers can get Counterspell anyways so all this does is maybe provide a couple sorcery points here and there, whoop de doo. The level 14 and 18 abilities start getting interesting but that's a loooooong time to wait for something to start being fun.
 

It seemed like they were trying to answer, "if we didn't give divine soul sorcery sorcerer access to cleric spells, what else could we do?" I admit I might be out of touch, but this makes 5 sorcerer subclasses, and 2 are supports; is there really that much market for that role? I like the spread of sorcerer options in the 24 PHB, but it seems like there are other roles that could be considered, like a summoning sorcerer, a melee sorcerer, or even an extra sneaky stealth one (the aberrant one does a good job with the "I want to summon lots of shadowy tentacles", so I was thinking "ninja sorcerer" for shadow sorcery sorcerer).

That being said, I do appreciate the fire sorcerer not just being "I just cast even more fire spells."

I was more impressed with the rogue and paladin.
 

This is Laeral Silverhand's version of Spellfire:

Spellfire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Laeral and surrounds her until she is incapacitated or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:
  • She can breathe underwater.
  • She can survive without food and water.
  • She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
  • She gains resistance to cold damage, and she is unharmed by temperatures as low as −50 degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
  • Cast the cure wounds spell. The target regains 1d8 + 5 hit points. After Laeral takes this action, roll a d6. On a roll of 1, the silver fire disappears.
  • Cast the revivify spell without material components. After Laeral takes this action, roll a d6. On a roll of 1–2, the silver fire disappears.
  • Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12) fire damage. Each creature in the area must succeed on a DC 21 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. After Laeral takes this action, roll a d6. On a roll of 1–3, the silver fire disappears.

Laeral is a demigod archmage, so that's like peak spellfire ability. I wouldn't expect a PC with spellfire to be able to do all that until they were 20th level or thereabouts. But ultimately that's what I'd prefer to what's in the UA.

The other thing, though, is that the OG Spellfire wielder, Shandril, isn't a magic-user. She can use spellfire but she can't cast spells. So as much as spellfire via sorcerer makes some sense, it would also be nice if they did it via feat(s) (as much as I dislike feat chains) or supernatural gifts (like they experimented with years ago)!

I am biased, though. Spellfire may have been the first FR novel I read, so I have major nostalgia for it. I kind of liked how they did it in 5e as a class-less paragon path or whatever it was. Spellscarred? That was an interesting way to do it.
 

rated it red.

Spellfire is an inborn ability to tied to class.

So, it best works as an Origin feat.

then a 4th and possible 8th level feat can be made to mimic most abilities of this subclass and work on to improve the ability.

just instead of sorcery points give pool of usage equal to prof bonus or 2×prof bonus per Long rest. +1 usage per Short rest.
 


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