Ranking Every SORCERER In D&D 5e

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Of all the Sorcerer subclasses In D&D which one is the best? Let's talk about it!

I've been told to use keywords in video descriptions, but I don't know what I'm doing. I stole these tags from MonkeyDM who seems on top of this type of thing when we chat.

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0:00 - Intro
0:13 - Aberrant Mind
2:22 - Clockwork Soul
6:23 - Divine Soul
7:49 - Draconic Bloodline
9:49 - Lunar Sorcery
12:10 - Shadow Magic
14:44 - Storm Sorcery
16:33 - Wild Magic
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y'all convinced me, I reckon I'd bump Clockwork to A tier thanks to some cool interactions with their flexible spell list!

DnDShorts
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Clockwork soul sorcerer is insane with armor of agathys. Since you can get it and your ability allows you to reduce incoming damage, you can guarantee several triggers from AoA and thus deal massive damage to your attackers while staying healthy

camael
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Clockwork Soul is easy S-tier because of the Clockwork Magic feature alone. By level 9, it gives you TEN extra spells known, each of which you can swap out for pretty much any abjuration or transmutation spell. Keep in mind, level 9 sorcerers only get ten spells known as a whole, so this one feature literally doubles their list!

The_Indubitabler
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My first ever D&D character was a wild magic sorcerer, in an adventure league style system. He had to be retired as he was exiled from his adventuring guild for fireballing himself inside an NPC’s home after casting suggestion in a dialogue scene, resulting in an entire town burning down.

This event became a major historical event in the lore of the world.

11/10 best subclass in D&D.

colonelcabbage
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A homebrew I saw for Wild Magic was from D20's Unsleeping City. For the d20 roll to check for a Wild Magic Surge, the target number increases by 1 for each subsequent Surge that doesn't happen.

So, you start out RAW, where you only surge on a 1. If you don't surge, your next check causes a surge on a 1 or 2. If that doesn't surge, your next check causes a surge on a 1-3, and so on. Then, once the check causes a surge, the target number resets back to 1 and you start again.

It really fits the flavor of the subclass, since the wild magic energy keeps building up over time until it is unleashed.

CivilWarMan
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17:35 Rob the GM from VLDL has a great home brew rule for wild surges. If a wild surge check fails, meaning the wild surge doesn't happen, the dice threshold increases by one for the next wild surge check. Once the wild surge happens, the threshold resets back to 1. So you start at the 1 threshold, and if the you roll, say, a 7 on the first check then the threshold goes up to a 2 on the next wild surge check. If you roll above a 2 on that next check, the threshold increases to a 3, and so on until the wild surge happens. This way, the odds of wild surging aren't fixed at 1/20, and more wild surges occur, but it does mean you have to always track where the trigger threshold is.

MarkWiseTechno
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I’m currently a fan of the Divine Soul Sorcerer. I made mine a Protector Aasimar.
Party: Can you be the healer?
Me: Sure!



**fight starts**

Me, first round: LEROYYY JENKINS!!!

LordBrittish
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My DM homebrewed every single sorcerer to have the same type of expanded spell list as Abberant Mind and Clockwork Soul just to that it didnt feel like the other options were less good. My favourite one he did was making Divine Soul Sorcerers get to pick a Cleric Domain spell list to get access to. It makes so much sense, and fixes up the imbalance between old and new sorcerer subclasses

RaptorsVevo
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Clockwork Soul is absolutely the best sorcerer subclass. Abjuration and transmutation are both really good schools to choose spells from, honestly better than what the Aberrant mind gets. And do you know what they also get and Aberrant Mind does not? Wall of Force and Greater Restoration. With just the extra spells, you are nigh wizard-level in terms of power. And on top of everything, you are incredibly hard to take down, especially if you multiclass for armor proficiencies, as well as the nice synergy of Armor of Agathys and Bastion of Law, so it lasts much longer, thus dealing a lot more damage.

laszloszikorszky
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I have a Wild Magic Sorc in the campaign I am currently running, and we have a system that we have found nets *just* the right amount of surges for it to be fun without it happening to often to take the shine away from the feature:

- We started a dice countdown on the first session his character was introduced, on a d8. The player never knows the current number on the d8. Whenever the sorc casts a levelled spell, I roll a d8 behind the screen and subtract the amount from the countdown die's total. When the countdown reaches 0, a surge triggers (for instance, the die could be sitting on a 5, and if I roll a 3, it goes down to a 2 on the countdown. Next time I roll, say I roll a 6 for instance, the countdown will finish and a surge will trigger, and then the countdown is reset on the d8, with the remainder being subtracted, in this instance, back to 5 on the d8. If the sorc uses their highest level spell slot, the dice roll is treated as an 8 instantly, so it will guarantee a surge.

It's caused some very fun moments so far, and the surges trigger just often enough for him and the rest of the table to have fun with the subclass.

Would love to hear how you fellow DMs rule how often the surge triggers!

MercuryCasts
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11:32 -- "New Moon is probably the best." -DnD Shorts, Twilight aficionado.

samelkind
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I think you are underselling the clockwork soul a little, it’s features might be defensive in nature but that spell has some heavy hitters like Aid, Dispel magic, summon constructs and Wall of force should be by far more than enough to reach the same level as aberrant mind.

AtelierGod
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Getting Wall of Force on Clockwork soul, which you can cast subtle to avoid Counterspell is alone more powerful than all other Subclass features; how is this Subclass in B Tier?

Stargazer
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Finally someone mentions the hill dwarf draconic sorcerer combo. I picked up on that one years ago but no one I saw on YouTube mentioned it.

etolanleyvon
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love sorcerers, playing a clockwork soul rn and it's really good if you're going for a more supportive build. also, lunar sorcerer learns all the spells, which adds to the complexity but also the versatility of the subclass.

hopefully all of the subclasses get a spell list to keep up with the newer ones.

mateusfernandes
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Clockwork soul is straight up better then abbarant mind sorcerer, and here is why:
as a sorcerer, you have plenty of offensive options, but you generally lack the spells known for versatility.
Clockwork soul straight up gives you wall of force, but the school of abjuration and transmutation build you a really strong core.
level 1 shield/mage armor (absorb elements is also solid)
level 2 pass without trace/spike growth are 2 of the best spells in the game that the sorcerer doesn't have access to.
level 3 counterspell/dispell magic
level 4 polymorph & death ward
level 5 wall of force and animate object

If you pick this setup, you can pick the most offensive basic sorcerer spells and you will still have all the support and control spells available that you might want. Just compare this version of the sorcerer to the wizard. It has some of the best wizard spells and can prepare more spells then the wizard can during almost the entire game.

Olav_Hansen
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I share the love for Divine Soul and Shadow (super flavorful and interesting subclasses) and salute your mention of the tanky hill dwarf-Draconic sorcerer combo.

williamtaylor
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Clockwork Soul in B tier is criminal imo 😂 the spells available for swapping alone make them one of the best "God Mages" in 5e. Treantmonk did a video on it and its insanely good

BobbyGentile
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My DM let my character, a fighter, brew random potions that I could use whenever and it worked exactly like a wild magic surge. It was very fun to use and it led to a fun moment where I coated my blade in one of the potions and it COMPLETELY HEALED the ghouls we were fighting. Safe to say, I only used the potions on me after that

NinjaElite
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Your ad at 5:20 was how I felt talking to Gale about his infliction.

LoveReacts