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Unearthed Arcana: Giant Soul Sorcerer
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<blockquote data-quote="Paul Farquhar" data-source="post: 7750422" data-attributes="member: 6906155"><p>Sorcerers where first added to D&D for the benefit of players who didn't like having to memorise individual spells. As such they have always cast pretty much the same spells as wizards. One can easily argue that, 5e having dropped spell memorisation, there really isn't any reason for them to continue to exist.</p><p></p><p>"Draconic ancestry" was assumed to be the default method of gaining sorcerer abilities, but it came with no specifically draconic abilities unless you choose to take a specific prestige class. It was Pathfinder that drastically expanded on the "ancestry" idea, introducing many different flavours of sorcerer with different ancestors.</p><p></p><p></p><p>I've felt that 5e tries to leave it as much up to the player as possible to fluff-explain their character, with the descriptions only intended to give a basic idea. Thus a Samurai does not have to come from Japan. I feel that sorcerers are the superheroes of D&D. If anyone has ever played a superhero themed RPG, they will be familiar with the idea of the "Origin Story" being a key part of character creation. Pretty much anything is allowed, provided it explains the character's powers. I think that is the best way to view 5e sorcerers. Thus you might create a goliath or firbolg giant-soul sorcerer who literally had an ancestor who was a different type of giant. Or you may go with the suggested "blessed by giants" origin. Or you might have been infused with giant blood by an evil wizard (see "created in a vat" in Xanthar's) or you might be a legendary giant hero reincarnated in the wrong body, etc.</p><p></p><p>The point is, choosing to play a sorcerer is a chance for the player to get creative.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 7750422, member: 6906155"] Sorcerers where first added to D&D for the benefit of players who didn't like having to memorise individual spells. As such they have always cast pretty much the same spells as wizards. One can easily argue that, 5e having dropped spell memorisation, there really isn't any reason for them to continue to exist. "Draconic ancestry" was assumed to be the default method of gaining sorcerer abilities, but it came with no specifically draconic abilities unless you choose to take a specific prestige class. It was Pathfinder that drastically expanded on the "ancestry" idea, introducing many different flavours of sorcerer with different ancestors. I've felt that 5e tries to leave it as much up to the player as possible to fluff-explain their character, with the descriptions only intended to give a basic idea. Thus a Samurai does not have to come from Japan. I feel that sorcerers are the superheroes of D&D. If anyone has ever played a superhero themed RPG, they will be familiar with the idea of the "Origin Story" being a key part of character creation. Pretty much anything is allowed, provided it explains the character's powers. I think that is the best way to view 5e sorcerers. Thus you might create a goliath or firbolg giant-soul sorcerer who literally had an ancestor who was a different type of giant. Or you may go with the suggested "blessed by giants" origin. Or you might have been infused with giant blood by an evil wizard (see "created in a vat" in Xanthar's) or you might be a legendary giant hero reincarnated in the wrong body, etc. The point is, choosing to play a sorcerer is a chance for the player to get creative. [/QUOTE]
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