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Unearthed Arcana Sorcerers: Favored Souls, Phoenix Sorcery, Sea Sorcery, & Stone Sorcery
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<blockquote data-quote="Sword of Spirit" data-source="post: 7708400" data-attributes="member: 6677017"><p>I like this Favored Soul better, but I'm still not a big fan of the Favored Soul concept, and the fluff still hasn't sold me on it. Unless someone spins it in a way that feels like D&D to me, it's not allowed in my games (and I don't like to disallow classes/subclasses) for thematic reasons.</p><p></p><p>Some people didn't pick up on it, but the other three classes are intended to balance out four classes based on the four classic elements. Storm Sorcerer from SCAG is Air, and the ones in this UA cover the others.</p><p></p><p>It's an interesting approach. Instead of just having "<Insert Element> Origin" they give each one built in fluff to make it distinctive. I think it's cool. Now, that doesn't mean that I think they've done them all <em>right</em> so far, which is why we are given this material to critique.</p><p></p><p>One issue with the specific theme for each class is keeping a consistency along with that. Of the four elemental sorcerer origins, there shouldn't be 2 of them that are potentially children of genies, and 2 of them that aren't, for instance, because that has weird lore implications and is just downright inconvenient for campaign and adventure design. So that bit of lore possibility needs to be mentioned for all of them (since it has already been mentioned for Storm sorcerers).</p><p></p><p>I don't really like the fact that the Fire sorcerer gets no resistance to fire. I can see what they are doing thematically, but the questions to ask are, "Do most people who want to play a fire sorcerer want to be resistant to fire?" and "Will this presentation of a fire sorcerer change that?" I believe the answers to those questions are "Yes" and "No", which means that they should give them fire resistance.</p><p></p><p>In fact, they start off very weak. All they get is one ability that can be used 1/long rest, and a ribbon. Compare that to every other sorcerer origin, and they come out bottom of the barrel.</p><p></p><p>I'd recommend that they give them straight up <em>immunity</em> to fire damage at 1st level. That would be a great way to emphasize the nature of their strong fire connection.</p><p></p><p>Sea looks like a pretty decent start.</p><p></p><p>Stone is odd. They seem designed to wade into battle with a shield and martial weapon. Having an earthy sorcerer be a melee type actually makes a lot of sense. There is a problem though in that the rules for spellcasting might cause some DMs to make playing them a real hassle with sword and shield (and they need to be using a shield to have acceptable melee AC).</p><p></p><p>Like another poster, I noticed the swordmage feature(s) slipped into the design, which is interesting.</p><p></p><p>I feel like this subclass is a bit too...disorganized...at the moment. It needs a tightening of focus, and an opening up of playstyle options, if that makes any sense. Right now you use a sword and board and play like a swordmage. I'd rather see you be someone that <em>can</em> use weapons, but might prefer a natural unarmed strike (d6?) or a typical close range cantrip blast. I'm not sure the teleportation and the necessary shield usage make a lot of sense for a Stone sorcerer.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7708400, member: 6677017"] I like this Favored Soul better, but I'm still not a big fan of the Favored Soul concept, and the fluff still hasn't sold me on it. Unless someone spins it in a way that feels like D&D to me, it's not allowed in my games (and I don't like to disallow classes/subclasses) for thematic reasons. Some people didn't pick up on it, but the other three classes are intended to balance out four classes based on the four classic elements. Storm Sorcerer from SCAG is Air, and the ones in this UA cover the others. It's an interesting approach. Instead of just having "<Insert Element> Origin" they give each one built in fluff to make it distinctive. I think it's cool. Now, that doesn't mean that I think they've done them all [I]right[/I] so far, which is why we are given this material to critique. One issue with the specific theme for each class is keeping a consistency along with that. Of the four elemental sorcerer origins, there shouldn't be 2 of them that are potentially children of genies, and 2 of them that aren't, for instance, because that has weird lore implications and is just downright inconvenient for campaign and adventure design. So that bit of lore possibility needs to be mentioned for all of them (since it has already been mentioned for Storm sorcerers). I don't really like the fact that the Fire sorcerer gets no resistance to fire. I can see what they are doing thematically, but the questions to ask are, "Do most people who want to play a fire sorcerer want to be resistant to fire?" and "Will this presentation of a fire sorcerer change that?" I believe the answers to those questions are "Yes" and "No", which means that they should give them fire resistance. In fact, they start off very weak. All they get is one ability that can be used 1/long rest, and a ribbon. Compare that to every other sorcerer origin, and they come out bottom of the barrel. I'd recommend that they give them straight up [I]immunity[/I] to fire damage at 1st level. That would be a great way to emphasize the nature of their strong fire connection. Sea looks like a pretty decent start. Stone is odd. They seem designed to wade into battle with a shield and martial weapon. Having an earthy sorcerer be a melee type actually makes a lot of sense. There is a problem though in that the rules for spellcasting might cause some DMs to make playing them a real hassle with sword and shield (and they need to be using a shield to have acceptable melee AC). Like another poster, I noticed the swordmage feature(s) slipped into the design, which is interesting. I feel like this subclass is a bit too...disorganized...at the moment. It needs a tightening of focus, and an opening up of playstyle options, if that makes any sense. Right now you use a sword and board and play like a swordmage. I'd rather see you be someone that [I]can[/I] use weapons, but might prefer a natural unarmed strike (d6?) or a typical close range cantrip blast. I'm not sure the teleportation and the necessary shield usage make a lot of sense for a Stone sorcerer. [/QUOTE]
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Unearthed Arcana Sorcerers: Favored Souls, Phoenix Sorcery, Sea Sorcery, & Stone Sorcery
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