2024 Player's Handbook: Sorcerer and Subclasses D&D 5.24

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Timestamps:
0:00 Intro
1:06 Base Class
12:43 Aberrant Sorcery
21:22 Clockwork Sorcery
28:05 Draconic Sorcery
35:57 Wild Magic Sorcery
41:36 Wild Magic Surge Table
53:05 Wrap up
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I can’t believe that the Potted Plant effect doesn’t happen on 42! The designers obviously forgot that this was a reference to The Hitchhiker’s Guide to the Galaxy.

ElocNodnarb
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One thing about the Wild Magic Surge where you Polymorph. The text says you cast it on yourself and if you fail you turn into a Goat. Just based on the 5e version, that means if you pass you resist...so there is no turning into a Great Ape or T-Rex, it's Goat or nothing

jasminebryant
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they separated the 42 roll of the die from the 'turn into a potted plant' surge!!!! THE OUTRAGE

meucanal-xk
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I think Sorcerous Burst is sneaky good - less because of the exploding dice, but because you can pick damage type, so it's like having access to Firebolt, Ray of Frost, etc. No riders, but it's great for avoiding resistance.

minikawildflower
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You know, Chris, sorcery points cost is not really an issue, for draconic flight, if you convert one 3rd level spellslot, you get the three sorcery points needed
so it's litterally " you can cast flight without using concentration once per day for free, and then using a 3rd level spell slot". Seems pretty good to me !

darenvalnys
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My cup of tea is that the draconic sorcerer gets to cast the third lv spell fly for 1 sorcery point per spell level. And it's a bonus action no concentration required. That's pretty cool.

LoreFoundry
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I can't believe how strong Wild Magic is at such a lovely low level of 3 and there's no dead level ups on the way to 20 either.

Level 3, as long as you keep casting spells, you get an elegant version of the Champions "Heroic Inspiration" ability that Fighter subclass doesn't get until level 10. WHAT?!

AND a guaranteed roll on the Wild Magic table?! That thing only has a 15%ish chance of negative effects. Almost none of them interrupt your concentration or stop your spell casting (except for the rare goat, plant, poofing, and bubbles in your mouth.)

AND Wild Magic was already the best at Save vs Suck spells being able to Heighten Spell to give Disadvantage on the roll AND apply a -1d4 if they just barely save AND now the +1 to DC from the level 1 feature.

My goodness this is going to be fun!

jaysonburke
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Regarding the wild magic sorcerers Reincarnation surge:
In our last session our sorcerer had the old version of this and she died 4 times during the effect (1min). The surge description doesn't specify, that the effect ends when it is triggered.

Stugane
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With the 18th level draconic magic, there’s no limit seemingly on the concentration free casting on summon dragon, meaning you could summon like 10 dragons

onyourleft
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I know that it was changed for health reasons (literally, even), but as someone who's played Wild Magic as his only Sorcerer, I'll actually full on miss the chance to drop a Fireball on yourself. Yes it was potentially suicide if it happened at very low levels and nobody was able to stabilize or heal while yu were dying, but it was bar none *the* most iconic Wild Magic Surge effect because of how self-devastating it could be.

Also I wouldn't consider the Astral Plane warp a purely negative effect (unless your DM is gonna pull something like 'An Eldritch Horror eats you during those six seconds'). If it happens at the start of your turn it's disruptive of course, but if yu're moving and then casting at the end of your turn, it's basically a one-turn use of Blink that keeps yu safe from getting targeted or nuked by an AoE.

EmeraldUsakaze
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If you succeed on the save against the polymorph, you don't get polymorphed to anything, so no giant ape for you, it's either goat or nothing.

Klaital
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Regarding the aberrant sorcerer, it is worth remembering that the level 6 feature does NOT use a spell slot, that is, according to the new rule, it allows you to cast two level 1+ spells in the same turn. One accelerated and one subtle. Even if it is only from the subclass list, it can be VERY interesting.

gassimo
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I know some people will be curious, so by my judgment the wild magic table is 68.2% good, 16.4% bad, and 15.4% neutral. Arguments could be made that some things I rated good should be neutral because they so rarely apply, and some things I rated neutral could be considered good or bad by some, but this should give you a good idea of how the table works out in general.

charlessaintpe
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Watching that subscriber amount slowly growing with every episode. Great job! Keep it up!!!

jwraper
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I really like Innate Sorcery for helping the Sorcerer feel distinct from the Wizard

pseudopod
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The thumbnail is 10/10 lol.

Also, I've noticed you've got a lot more subs since you mentioned it in your videos. I'm glad to see you grow a lot more recently 😃

Putoaduh
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Listen to Chris get and stay AMPED UP as soon as he starts talking about wild magic subclass 😆

jamesdeck
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16:02 the cost/consumed restriction on Psionic Sorcery is currently in the Tasha's version. Not sure if that's how it was originally printed, but both D&D Beyond and Wikidot have that restriction.
It's been pointed out elsewhere, but I feel like this would get around the 1 spell slot per turn restriction as well

razorice
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One other bonus for Wild Magic: it looks like the wording for Heroic Inspiration would allow you to use it to reroll a roll on the Wild Magic Surge table. Even less likelihood of a bad ourcome!

trblasenheim
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A hidden buff to Psionic Sorcery is that it bypasses the spells per turn limitation. If you cast them with Sorcery Points you can still cast another spell with a spell slot that turn.

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