Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Sorcerers: Favored Souls, Phoenix Sorcery, Sea Sorcery, & Stone Sorcery
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chaosmancer" data-source="post: 7708390" data-attributes="member: 6801228"><p>I'm really disappointed that none of this addresses the sorcerers shortcomings. I'd have loved to see some alternate rules for metamagic or sorcerery points, and I still think they need more spells known.</p><p></p><p>Favored Soul is interesting, but some of their abilities seem a little weak. +1hp per level is okay, but doesn't really do anything that amazing I don't think. +2d4 is per short rest is great. Purity seems really weak for 14th level, though immunity to poison damage can be really useful in the right circumstances (fear me all Green Dragons).</p><p></p><p>Phoenix also wants you to be in melee, to get your biggest bang out of your aura and spark. I thought the aura was at-will, and seeing it as once per day is just saddening. It really makes for a set of poor abilities, except for once per day, when you catch on fire, die and explode. And the spark only heals you back up to 1 hp, so that isn't going to be very useful if the guys you let surround you didn't get toasted. The last two abilities are really good, but it doesn't make up for being a poor subclass choice until 14th level.</p><p></p><p>I had to reread Sea to like it, I thought the 18th resistance canceled put your other abilities, but as written it doesn't, making you actually very tough... as long as you follow the long Sorcerer tradition of being in melee.... Seriously? </p><p></p><p>Let's take a tangent for a moment: </p><p></p><p>-Dragon: extra hp and armor, useful for melee but not requiring it</p><p>-Storm: Flight to avoid OA's and a very close range aura, and a retribution against melee</p><p>-Favored: extra hp and probably getting a few touch spells from healing, putting you on frontlines</p><p>-Phoenix: Aura and explosion that get the most use when you are in the frontlines and melee</p><p>-Sea: A lot of abilities to protect you from weapon damage while you are in melee</p><p>-Stone: The melee mixed class that smites and protects from melee</p><p></p><p>Whose bright idea was it to look at a d6 HD class with almost no weapons and no armor, and make most of their subclasses look like they want to be in close-quarters fighting?</p><p></p><p>end tangent</p><p></p><p>Sea's Curse is a really interesting ability, as I read it, you can activate the rider while casting cantrips. So, get them cursed with a cantrip, then cast a spell, the curse then ends if the spell wasn't a cantrip. </p><p></p><p>The downside is that you don't have a lot of good cantrip options to activate. Ray of Frost may be good for laying the curse, but activating it is meh since the effects don't stack. Shocking Grasping and Lighting Lure are choices to get you into melee (again?) and Frostbite is hard to make stick with it being a Con Save. </p><p></p><p>Potential fun could be had with Lighting Lure followed by a Quickened Thunderwave though, if they fail both saves you pull them in 10 and push them out 25.</p><p></p><p>I think by phrasing Watery Defense, Shifting Form and Water Soul all stack, so moving between enemies armed with normal weapons is very easy and you are really hard to hurt in melee. </p><p></p><p></p><p>Stone, I want them to make Metal Soul. It makes so much more sense as a metal and steel based theme than a stone theme, because you really don't care about moving earth at all. Honestly, play something with a buff to con, and just be awesome in melee. Plus, I love the return of the Aegis and Stone's Edge is incredibly powerful when combined with melee spells. Honestly, I like it a lot, because I don't think they out shine the Fighter or Paladin, but they really feel like a melee focused build that should be melee focused. I want to play one as a Goliath I think, to get the Stone's Endurance to increase my livability and just be a walking mountain with a hammer. </p><p></p><p>I'd let the Aegis effect you though, with the exception that you can't teleport if you are protecting yourself. The 18th level improvement already technically allows it and it gives you more options. Protect an ally and maybe do more damage, or turtle yourself and wade in.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7708390, member: 6801228"] I'm really disappointed that none of this addresses the sorcerers shortcomings. I'd have loved to see some alternate rules for metamagic or sorcerery points, and I still think they need more spells known. Favored Soul is interesting, but some of their abilities seem a little weak. +1hp per level is okay, but doesn't really do anything that amazing I don't think. +2d4 is per short rest is great. Purity seems really weak for 14th level, though immunity to poison damage can be really useful in the right circumstances (fear me all Green Dragons). Phoenix also wants you to be in melee, to get your biggest bang out of your aura and spark. I thought the aura was at-will, and seeing it as once per day is just saddening. It really makes for a set of poor abilities, except for once per day, when you catch on fire, die and explode. And the spark only heals you back up to 1 hp, so that isn't going to be very useful if the guys you let surround you didn't get toasted. The last two abilities are really good, but it doesn't make up for being a poor subclass choice until 14th level. I had to reread Sea to like it, I thought the 18th resistance canceled put your other abilities, but as written it doesn't, making you actually very tough... as long as you follow the long Sorcerer tradition of being in melee.... Seriously? Let's take a tangent for a moment: -Dragon: extra hp and armor, useful for melee but not requiring it -Storm: Flight to avoid OA's and a very close range aura, and a retribution against melee -Favored: extra hp and probably getting a few touch spells from healing, putting you on frontlines -Phoenix: Aura and explosion that get the most use when you are in the frontlines and melee -Sea: A lot of abilities to protect you from weapon damage while you are in melee -Stone: The melee mixed class that smites and protects from melee Whose bright idea was it to look at a d6 HD class with almost no weapons and no armor, and make most of their subclasses look like they want to be in close-quarters fighting? end tangent Sea's Curse is a really interesting ability, as I read it, you can activate the rider while casting cantrips. So, get them cursed with a cantrip, then cast a spell, the curse then ends if the spell wasn't a cantrip. The downside is that you don't have a lot of good cantrip options to activate. Ray of Frost may be good for laying the curse, but activating it is meh since the effects don't stack. Shocking Grasping and Lighting Lure are choices to get you into melee (again?) and Frostbite is hard to make stick with it being a Con Save. Potential fun could be had with Lighting Lure followed by a Quickened Thunderwave though, if they fail both saves you pull them in 10 and push them out 25. I think by phrasing Watery Defense, Shifting Form and Water Soul all stack, so moving between enemies armed with normal weapons is very easy and you are really hard to hurt in melee. Stone, I want them to make Metal Soul. It makes so much more sense as a metal and steel based theme than a stone theme, because you really don't care about moving earth at all. Honestly, play something with a buff to con, and just be awesome in melee. Plus, I love the return of the Aegis and Stone's Edge is incredibly powerful when combined with melee spells. Honestly, I like it a lot, because I don't think they out shine the Fighter or Paladin, but they really feel like a melee focused build that should be melee focused. I want to play one as a Goliath I think, to get the Stone's Endurance to increase my livability and just be a walking mountain with a hammer. I'd let the Aegis effect you though, with the exception that you can't teleport if you are protecting yourself. The 18th level improvement already technically allows it and it gives you more options. Protect an ally and maybe do more damage, or turtle yourself and wade in. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Sorcerers: Favored Souls, Phoenix Sorcery, Sea Sorcery, & Stone Sorcery
Top