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Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
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<blockquote data-quote="Dualazi" data-source="post: 7708985" data-attributes="member: 6855537"><p>Whelp, someone has likely beaten me to the punch already, but for what it's worth, no, the sorcerer doesn't get more slots than wizards, full stop. You can check the player's handbook, they have the exact same spell slots per level progression.</p><p></p><p>As many others have pointed out, sorcery points are scarce, and they have to be split between metamagic and increased spell usage. At level 20, a sorcerer can get 10 1st level spells back, or 2 5th level spells and a 2nd level, with numerous other sundry combinations available.</p><p></p><p>You know what the wizard gets? Arcane recovery. A 20th level wizard can get back 10 levels worth of spell slots 1/day after a short rest. This gives a negligible advantage at the high end (the sorcerer is up 1 2nd level spell over the wizard) and they're tied at 1st level spells. Effectively, the sorcerer has no advantage over the wizard and he has to use all of his primary resource to do so.</p><p></p><p>This is why this subclass is really a death knell for the sorcerer as-is; because the wizard gets all those spell slots back as the result of a single class feature, with all his other resources untouched, while the sorcerer has to dump all of his entire central class feature into trying to equal the wizard's mileage. If the wizard is now more flexible with his individual spells as well, then why even bring a sorcerer?</p><p></p><p></p><p></p><p>It baffles me that it escapes people how broken this is. Naturally some of the highest damage spells like fireball and lightning bolt (which are both above the curve for their level) have only one fixed damage type, and this means you can prepare those spells all damn day, because who cares if a red dragon shows up? Your spells are still 100% effective with no resource expenditure whatsoever. Functionally this is means there's no way to reduce the incoming damage of the wizard unless the target has resistance to all elemental damage.</p><p></p><p>Basically this reduces the planning a wizard has to do with their prepared spells by an unparalleled amount, since they can pack a few generalist damage spells and simply rely on those forever with their incredible flexibility.</p><p></p><p></p><p></p><p>Advantage has typically been held to be worth around +4-5 based on several factors, so a 7 point shift is already better than it. Additionally, if the enemy had advantage on the save (such as with magic resistance) then the lowest you could get it is a neutral roll. This option doesn't deal with advantage, so it's good no matter what and can stack with any disadvantage your team imposes.</p><p></p><p>An adult red dragon has a 7 point difference between its dex save and its con save, and the ancient swings even further with a 9 point difference. Remember also this has synergy with the free metamagic they have, and they can increase the DC further by 2.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7708985, member: 6855537"] Whelp, someone has likely beaten me to the punch already, but for what it's worth, no, the sorcerer doesn't get more slots than wizards, full stop. You can check the player's handbook, they have the exact same spell slots per level progression. As many others have pointed out, sorcery points are scarce, and they have to be split between metamagic and increased spell usage. At level 20, a sorcerer can get 10 1st level spells back, or 2 5th level spells and a 2nd level, with numerous other sundry combinations available. You know what the wizard gets? Arcane recovery. A 20th level wizard can get back 10 levels worth of spell slots 1/day after a short rest. This gives a negligible advantage at the high end (the sorcerer is up 1 2nd level spell over the wizard) and they're tied at 1st level spells. Effectively, the sorcerer has no advantage over the wizard and he has to use all of his primary resource to do so. This is why this subclass is really a death knell for the sorcerer as-is; because the wizard gets all those spell slots back as the result of a single class feature, with all his other resources untouched, while the sorcerer has to dump all of his entire central class feature into trying to equal the wizard's mileage. If the wizard is now more flexible with his individual spells as well, then why even bring a sorcerer? It baffles me that it escapes people how broken this is. Naturally some of the highest damage spells like fireball and lightning bolt (which are both above the curve for their level) have only one fixed damage type, and this means you can prepare those spells all damn day, because who cares if a red dragon shows up? Your spells are still 100% effective with no resource expenditure whatsoever. Functionally this is means there's no way to reduce the incoming damage of the wizard unless the target has resistance to all elemental damage. Basically this reduces the planning a wizard has to do with their prepared spells by an unparalleled amount, since they can pack a few generalist damage spells and simply rely on those forever with their incredible flexibility. Advantage has typically been held to be worth around +4-5 based on several factors, so a 7 point shift is already better than it. Additionally, if the enemy had advantage on the save (such as with magic resistance) then the lowest you could get it is a neutral roll. This option doesn't deal with advantage, so it's good no matter what and can stack with any disadvantage your team imposes. An adult red dragon has a 7 point difference between its dex save and its con save, and the ancient swings even further with a 9 point difference. Remember also this has synergy with the free metamagic they have, and they can increase the DC further by 2. [/QUOTE]
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