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*Dungeons & Dragons
Wild Magic Sorcerer is Best Sorcerer Subclass
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<blockquote data-quote="Mistwell" data-source="post: 9584610" data-attributes="member: 2525"><p>Going through the new Wild Magic sorcerer, with the massive change to Tides of Chaos which basically let's you use the Wild Magic table every other round, and looking at the new Wild Magic table, I gotta say I think this is the best Sorcerer subclass now.</p><p></p><p>While before this subclass could wreck your party with an unexpected fireball on top of you, that's all gone.</p><p></p><p>From my analysis, the odds of something bad happening are now down to 20%. And none of the bad things are all that bad anymore. All but a couple are limited to harming just the sorcerer. The bad things are (4% chance for each):</p><p> </p><table style='width: 48%'><tr><td style='width: 64px'>25 to 28</td><td style='width: 64px'>Miss a turn</td></tr><tr><td>37 to 40</td><td>Potted Plant 1 turn, Incapacitated, Vulnerable to Damage</td></tr><tr><td>69 to 72</td><td>Frightened until end of next turn</td></tr><tr><td>77 to 80</td><td>Random Creature in 60' poisoned 1d4 hours</td></tr><tr><td>93 to 96</td><td>You and all in 30 feet vulnerable Piercing damage 1 min</td></tr></table><p>.</p><p></p><p>Of these, missing a turn (either on astral plane or as a potted plant) is not that big a deal, being frightened is not that big a deal, vulnerable to piercing can be a big deal but more often will be meaningless. Really, it's 50% chance an ally is poisoned for 1d4 hours that's bad. Poisoned isn't that bad though, and can be cured by lesser restoration.</p><p></p><p>Meanwhile, of the remaining 80% of results, I'd say about 10% are neutral silly stuff, and the remaining 70% are outright good to great. Most of the list is effectively around a 1st through third level spell, with some of it more powerful than that.</p><p></p><p>It sure seems like you can give yourself advantage on a roll every other turn, and then give yourself essentially an extra free concentration-less extra spell most of the time every other round.</p><p></p><p>A combat can go:</p><p></p><p>Turn 1. Advantage on Initiative (Tides of Chaos used), Cast spell (Roll on Wild Magic Surge, Tides of Chaos Renewed)</p><p>Turn 2. Cast spell with Advantage on spell attack roll (Tides of Chaos used)</p><p>Turn 3. Cast spell (Roll on Wild Magic Surge, Tides of Chaos Renewed)</p><p>Turn 4. Cast spell with Advantage on spell attack roll (Tides of Chaos used)</p><p>Turn 5. Cast spell (Roll on Wild Magic Surge, Tides of Chaos Renewed)</p><p></p><p>You get three Advantage uses on a d20 Test, and three Wild Magic Surge results, with 70% chance for each that they're a good to great additional benefit equal to another spell. I am ignoring that those rounds without a Wild Surge roll do have a 5% chance of a Wild Surge roll for those as well. </p><p></p><p>This seems not just fun, but really powerful!</p><p></p><p>Am I missing something here? This seems like the most powerful Sorcerer subclass now to me. Far more powerful than the other 3 options.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 9584610, member: 2525"] Going through the new Wild Magic sorcerer, with the massive change to Tides of Chaos which basically let's you use the Wild Magic table every other round, and looking at the new Wild Magic table, I gotta say I think this is the best Sorcerer subclass now. While before this subclass could wreck your party with an unexpected fireball on top of you, that's all gone. From my analysis, the odds of something bad happening are now down to 20%. And none of the bad things are all that bad anymore. All but a couple are limited to harming just the sorcerer. The bad things are (4% chance for each): [TABLE width="48%"] [TR] [td width="64px"]25 to 28[/td][td width="64px"]Miss a turn[/td] [/TR] [TR] [td]37 to 40[/td][td]Potted Plant 1 turn, Incapacitated, Vulnerable to Damage[/td] [/TR] [TR] [td]69 to 72[/td][td]Frightened until end of next turn[/td] [/TR] [TR] [td]77 to 80[/td][td]Random Creature in 60' poisoned 1d4 hours[/td] [/TR] [TR] [td]93 to 96[/td][td]You and all in 30 feet vulnerable Piercing damage 1 min[/td] [/TR] [/TABLE] . Of these, missing a turn (either on astral plane or as a potted plant) is not that big a deal, being frightened is not that big a deal, vulnerable to piercing can be a big deal but more often will be meaningless. Really, it's 50% chance an ally is poisoned for 1d4 hours that's bad. Poisoned isn't that bad though, and can be cured by lesser restoration. Meanwhile, of the remaining 80% of results, I'd say about 10% are neutral silly stuff, and the remaining 70% are outright good to great. Most of the list is effectively around a 1st through third level spell, with some of it more powerful than that. It sure seems like you can give yourself advantage on a roll every other turn, and then give yourself essentially an extra free concentration-less extra spell most of the time every other round. A combat can go: Turn 1. Advantage on Initiative (Tides of Chaos used), Cast spell (Roll on Wild Magic Surge, Tides of Chaos Renewed) Turn 2. Cast spell with Advantage on spell attack roll (Tides of Chaos used) Turn 3. Cast spell (Roll on Wild Magic Surge, Tides of Chaos Renewed) Turn 4. Cast spell with Advantage on spell attack roll (Tides of Chaos used) Turn 5. Cast spell (Roll on Wild Magic Surge, Tides of Chaos Renewed) You get three Advantage uses on a d20 Test, and three Wild Magic Surge results, with 70% chance for each that they're a good to great additional benefit equal to another spell. I am ignoring that those rounds without a Wild Surge roll do have a 5% chance of a Wild Surge roll for those as well. This seems not just fun, but really powerful! Am I missing something here? This seems like the most powerful Sorcerer subclass now to me. Far more powerful than the other 3 options. [/QUOTE]
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