Sorcerer Guide - Classes in Dungeons and Dragons 5e

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
magic is in your blood you breathe arcane power your body is the conduit for the ancient energies that suffuse the cosmos the fabric of the very world is yours to control as easily as a bird flies or fish swims greetings adventurers my name is Monte Martin and I'm Kelley McLaughlin and we are the dungeon dudes on today's episode we've got our in-depth class guide to the sorcerer in Dungeons & Dragons 5th edition the sorcerer inherits their abilities naturally a true born prodigy of spell casting they are one of the most potent arcane spell casters in the worlds of Dungeons and Dragons and that means that they're quite a complex class to wrap your head around in our guide today we're gonna be talking about their different abilities what spells to pick how meta magic works what races and build options you might choose as well as helping you get inspired about how you might want to roleplay you're sorcerer with all sorts of different tips and tricks for your next game so let's take a look why would we want to play a sorcerer well it's a really cool class the sorcerer has raw magic in their blood and they get to wield some of the most spectacular and destructive magic in the game and they really don't have to worry about the consequences yeah the sorcerer is born with their abilities which means that they just naturally inherited it so their spell casting always seems a little bit more rough around the edges but also more more powerful and potent because of that that might just be my role-playing flavor that I like to add in but that's the way that it always has felt to me yeah there's kind of this primal elemental energy behind this sorcerers spell casting which is really reflected in the fact that they had charisma as their spell casting stat yeah rather than a lot of the other spell casters that aren't charisma based them to be kind of like bookish or more withdrawn the sorcerer is really out in the world making an impact and changing the world around them so if you want to really dive into the role-playing aspect of D&D the sorcerer is a great spell caster to choose and if you just love blowing stuff up so the sorcerer has a really interesting role in the party and quite diverse actually and the fact that it's both a magical but also a charisma based character class yeah this means that of course if you want to play just a straight-up blaster and you want to destroy the world with fireball the sorcerer really offers you I think the most powerful fireball in the game but at the same time because you're powered by charisma you get to use skills like persuasion and intimidation this is great if you love to have the spotlight because it means that whether you're in battle or in a social situation your character always has something to do now the sorcerer can also provide specialist magical support not quite to the same extent as some of the other spell casting classes they really have to choose a specialization in focus because they don't know enough spells to kind of cover every situation but that's worth noting that the sorcerer has potency in all three pillars of the game whether that's in combat as a blaster in social interactions as a negotiator and diplomat or in exploration by providing spells to help solve problems the sorcerer can do all of these things although you do have to make some very specific choices about what you want your areas of specialization to be so when you're role-playing your sorcerer there's a lot of inspiration that you can get from pop culture Harry Potter yeah and we actually we do talk about I thought that Harry Potter even though he's a wizard he kind of gets his powers early on and doesn't really understand them and has to learn how to use them and adapt to them yeah and of course in the in the Harry Potter universe there's all the stuff with bloodlines being a big impact on how magical power inherited which i think is a really cool idea to use for sorcerers when you're role-playing them that's also something that comes up in the Dragon Age games where magic is something that people are born with you can't learn it although you can develop the skill of using magic but often there's great consequences and wild magic to using it recklessly another great place to look for inspiration is comic books in general specifically I would say the x-men yeah with there's storm is the quintessential storm sword or sorcerer but basically all x-men that have kind of spell cast the abilities x-men in general inherit their abilities at puberty yeah and have to deal with that and develop those abilities and especially because the x-men have like a very specific set of abilities like Iceman is just all about frost magic right it gives you this really great archetype that you can model your sorcerer around a cohesive theme continuing with the comic book theme I mean you have Loki Scarlet Witch there's a bunch of other archetypes out there you can kind of base your character on and of course if you look at our own folklore there's all sorts of mages and sorcerers to draw on I would even say that Merlin is another folklore character that he was born with magical power and if you actually see the weird relationship that Merlin's birth had on his magical development it's a great archetype to use for a sorcerer of course we can't forget elsa from frozen yeah I don't think any episode would be complete without a Disney reference so that's that's also a great idea for a sorcerer and one of my favorites is eleven from stranger things who basically there's a lot of things on line breaking that team up into a DNN party and she's always the sorcerer yeah and especially characters like Elsa and 11 who their magical powers have so much impact on the people around them as they figure out how to control that power and handle how to wield it responsibly I think that really comes down to where you can get inspiration from your sorcerer they could be an arcane artist or they can be that kind of youth that's still struggling to command their powers or they might just be a complete elemental force of nature and I think no matter what all sorcerers kind of have to struggle with that idea that with great power comes great responsibility and whether or not your sorcerer is able to get control of their burgeoning magical abilities or they just are the type that let loose will be a really interesting conflict that informs your character throughout their entire campaigns so when we're building our sorcerer there's a lot of a lot of things that were gonna have to decide on and they can be a tricky class because a lot of the decisions you make early on you're gonna have to stick with yeah so we're going to go over now some of the ability scores races and the different choices you can make with your sorcerer so that you can really get a firm grasp and understanding of all the powers at your command for ability scores because you're a spell caster you're gonna want to look at the ability score associated with spell casting which for the sorcerer is charisma yeah this is your most important stat and it's what makes the sorcerer so potent both as a social class and as a spell caster class now next to charisma since you aren't casting spells there's another one that me and Monty talk about quite often and that is Constitution for those concentration spells also as a sorcerer you only have a d6 hit thigh you don't have a lot of hit points so investing in your Constitution score is really important to make sure that you're you're tough enough to keep all this magic from just bursting out of your body or from arrows from bursting into it yeah beyond that I mean dexterity is kind of our third choice just beyond the amount of saves involved and it kind of just helps out with your defensive capabilities and it gives you that crucial initiative bonus that you'll want so that you can throw that fireball rate at the beginning of battle we were talking about the idea of maybe some of them can even dump intelligence you don't know how you're casting magic potentially you just are yeah and that can be a really interesting tension because often people look to use the magical expert you use all those spells right but then you kind of have them a blank look and be like no I understand this at all I'm not very smart I'm just very very charming so choosing the other stats between strength wisdom and intelligence I think that's gonna be mostly a role-playing choice they they don't have a huge impact mechanically on the rest of your character because none of those are gonna be strong defenses for you and you might not use those for many skills either the next thing we'll want to look at is what races make great sorcerers and some of the best ones are going to be the half elf and the tiefling yeah and this is really because both half elves and T flings pack a walloping plus two bonus to their charisma scores and a whole bunch of other great features that make great sorcerers T things come with dark vision and resistance to fire damage the intelligence boost is less useful but if you want to be more of a cerebral sorcerer that's a good choice the half elf is probably the strongest choice because you're getting extra skills dark vision the ancestry and another two stat points to put wherever you want which means that you can boost your dexterity and your Constitution and end up with a sorcerer with a really strong stat line at the start of the game now me and Monty mentioned this one for pretty much all classes but the variant human is always a strong option as well we just love variant humans they're kind of a bread and butter although I will say I think this is one case where the variant human is not the clear winner sorcerers because they kind of have everything they need built right in they don't need too much feet support aside from a few choices that we'll talk about later there are also a few other races in the players handbook like halflings Lightfoot halflings and the Dark Elves drought and Dragonborn we can all get a charisma boost so they're all worthy options just that some of their other abilities don't necessarily line up perfectly with what you want as a sorcerer there are two other races mentioned in those guides and monsters that are pretty good for sorcerer and that's the azemar - Boxey yeah both of them get a charisma boost and some cool other perks that make them pretty decent sorcerer let's talk about proficiencies how about about weapon and armor proficiencies well you're a little better than the wizard yeah not not much really armor and weapons are not gonna be your thing and they shouldn't be and and the sorcerer doesn't really have any archetypes or other features that support ranged or melee combat you're pretty much gonna be relying on your spell's and you get no armor proficiency whatsoever so make sure you either pack major armor or be a dragon sorcerer you're saving throws are really really good because the sorcerer is the only class with primary spell casting that comes with Constitution saving throw proficiency and as we said earlier that is key for those concentration spells so Sorcerer's have a really good ability here to withstand damage well concentrating on a spell and have a good chance of being able to hold on to their concentration charisma saving throws are really really rare but they tend to protect you from being banished or sent to another plan of existence pretty terrible thing to have happened to your character pretty great to be able to resist that and finally four skills as we've mentioned earlier a sorcerer makes a great social character so investing in persuasion intimidation or deception are great choices I would probably pick two or three yeah I usually if I'm playing a social character you don't want to dump all of your skills into into just being social you're gonna want some other practical things by taking one or two of those social skills can be really really handy in role-playing scenarios yeah and I think that if you have a good enough dexterity score considering like proficiency in thieves tools or acrobatics or stealth particularly stealth because you're gonna love the invisibility steps the invisibility spell those are other skills that I would branch out into I probably would ignore the knowledge skills as a sorcerer and rely on other people to notice things with perception and investigation like we said earlier there's not a lot of feats that are designed for the sorcerer they get a lot of what they need right in the character class but there's a couple that we can mention yeah I think the first off is if you're planning on playing a blaster elemental adapt is probably when you want to pick up pretty early as a sorcerer you have a very small pool of spells that you know and they might be concentrated around a particular type of damage probably fire damage there's a lot of monsters in D&D that have fire resistance so elemental elemental addict is going to help you bypass that the other one that we looked at was war caster yeah and war caster is really just a way of doubling down on having Constitution saving throughout proficiencies you get advantage on top of your proficiency for when you're making your concentration checks and it's also pretty cool to be able to hit somebody with a disintegrate spell when they try to move away from you in combat yeah now that we've discussed some of the main build options for a sorcerer one of the stuff that comes baked into the class in terms of class features that we might have to decide on later well first of all spell casting yes and as we mentioned your spell casting feature of your class gives you spells all the way up to ninth level as you progress make sure you check the table to find out what level spells you can cast and how many can trips you know at each level the table is also going to tell you exactly how many spells you know for your level when you need to find out how hard your spells hit you're going to want to calculate your spell saving throw DC and your spell attack modifier in the case of your saved DC it's eight plus your charisma modifier plus proficiency and in case that your spell attack modifier it's your just your modifier plus proficiency yeah so it's pretty easy to remember and you'll want to keep that like front and center on your character sheet because you're gonna be referring to that all the time I actually always put that in in my attack section I just put two hit with spells and yeah DC you instead of writing a weapon in there just right just right spells you don't even need to write a weapon yeah the next big class feature before we get to the sorceress origins is the font of magic ability this is unique to the Sorcerer's and related to both their meta magic and their ability to create spouse lot so they get even more spells per day this is using something called sorcery points that's correct and your sorcerer level determines how many sorcery points you get when you finish a long rest and they're the only spell caster that gets this sort of thing no yeah they are the only spell caster that gets Sora's your points and you can use sorcery points both to augment your spell's with meta magic but you're also gonna get when you learn as you level up or to create additional spell slots which is super useful because you can convert your spell slots into sorcery points and vice versa it's not quite an even trade but the really useful feature about this is that if you need to throw another cone of cold or high-level fifth level spell you can sacrifice your first level spell slots to turn those into higher level spell slots or vice versa just bear in mind a few simple rules you can never create a spell slot higher than 5th level using your sorcery points and any spell slots that you create with your sorcery points disappear once you complete a long rest you don't get to hang on to that no you don't get to hang on to them from one day to the next and that was that was a bit of a confusion with the early printing of the players yeah this was an errata so make sure you check your players handbook for this feature the other thing to bear in mind with sorcery points is if you're converting spell slots into sorcery points your total sorcery points can never exceed what is set on the table at any one time so just be aware of that both you're going to use the table of your class to tell you how many total sorcery points you have and there's a table that also shows you the conversion rate of spell slot to sorcery points right up there beyond creating spell slots you can use your sorcery points for meta magic which is one of my favorite features of the game there's a lot of really cool stuff that you can do with your meta magic abilities yeah you use meta magic as a way of modifying your spells as you cast them you spend those sorcery points as you cast a spell to augment that spell in one way what's important to note is that with most meta magic features you can only apply one meta magic to a spell at a time the only exception to this is in is empowered spell to deal more damage one of my favorites personally is the quicken spell ability yes this is probably the biggest draw for many new sorcerers because with quick and spell you can spend to sorcery points to cast any spell that you know as a bonus action so if you are casting a spell as a bonus action you cannot cast another spell as your main action unless it's a canter this is a very important rule to remember many people seek quick and spell and immediately think oh my god two fireballs per turn mine are above fire button no you can do fireball and then ray that's great or keep an eye out when you're choosing your spells for spells that allow you to do something as your action because you can concentrate on that spell and change it in some way and then still cast a fireball as a bonus action but you're not going to be able to have fireball and greater invisibility happen at the same time you'll have to separate those castings across turns another one of my favorite meta magic features is the twinning spells yes this is a very expensive meta magic because you have to use a number of sorcery points equal to the level of the spell but it can be really handy one of my favorite ones is the twin haste or twin polymorph yeah I also like the new spell and avatars guide to everything twin mental prison oh that's good yeah just remember when you are twinning a spell that the spell must be a spell that only targets one creature other than yourself if the spell is capable of targeting more than one creature such as a scorching ray or magic missile you can't twin that spell furthermore if it's a spell that you've cast at a higher level you can't that then allows you to target multiple creatures for example whole person you can't twin that spell when you cast it or higher low but you can't win it when you cast it at its base level what are some of the other meta magic features that we like I think twin and Quicken are probably the gang busters yeah of the the meta magic but many people often pick up a heightened spell which allows you to spend three sorcery points to impose disadvantage on one creature making a saving throw against your spell this is great if you love those status effect spells and empowered spell which allows you to reroll a number of dice equal to the spell level this is a great way of if you get a really sad fireball with a lot of ones scoop him up roll them again some other ones that may be worth considering depending on how your group plays are careful spell and subtle spell these are spells that change either how much noise you create when you cast a spell or actually who is even affected by a spell when you cast it oftentimes people ignore the tactical uses of these meta magics but they can have some really key advantages so don't write them off because they don't have the raw power of Quicken and twin so what about our sorceress origins this is one of the fun things you get to pick to really define what kind of sorcerer you're going to be but it's a big choice because unlike many other classes the sorcerer has to choose their sorceress origin at the first level it's a big choice and it's going to define your sorcerer for the rest of their adventuring career your sorceress origin never restricts your spell selection and ultimately a lot of the power of your sorcerer is going to come from your spell's and your meta magic not so much your origin with a few key exceptions so first off we have the Turkana can sestri origin yeah that your conic bloodline Turkana claw and I think this is the quintessential sorcerer in my mind they get their magic from dragons yeah it was that yeah so somewhere in your ancestries your great-great Grandaddy or grandmammy was a dragon and you've inherited all this magical power from that lineage I love this idea and as a dragon sorcerer you're gonna get much more resilience you get extra hit points and built-in bone this to your armor class so you get a really tough character and as you level up you'll actually be able to grow draconic wings so all the great defensive advantages that you want as a sorcerer are baked into the class and you have to fly yeah and you get to fly so you don't need to spend your very precious number of spells known on defensive abilities you kind of get that nice package rate at the beginning and who's not gonna love choosing what color dragon you're related to and then getting a damage bonus with spells associated with that dragon color another one and one of my personal favorites is the wild magic sorcerer yeah and now you have to be careful with the wild magic sorcerer because it kind of gets a bad rap that big beautiful wild magic table has a lot of scary things that can happen every time you cast a spell on it and from what it's worth for myself as a DM when I have a wild magic sorcerer I love rolling on that table and I like to see it happen as much as possible the DM has a lot of choice with wild magic and they can choose not to have you roll on that table and I actually think that's to the detriment of the fun of the wild magic sorcerer yeah and I find a lot of players who enjoy the kind of chaos of a wild magic sorcerer like one of our players in our game just loves rolling on random charts anything that involves that makes them happy it's pretty potent and I think that if you're gonna play the wild magic sorcery though you should talk to your DM about expectations with it uh and just be aware that it is totally possible to fireball your first level party by mistake with a wild magic sorcerer that happened to us that has happened and it's very sad although for role-playing opportunities if you want to tap into the raw elements of being a sorcerer and uncontrollable power wild magic sorcery it's the way to go what about the Santa Thor's guide to everything options well the first one I think the one that many people are excited about is the shadow origins sorcerer that's I think what I want to play next uh and first of all I love the quirks associated with this archetype you blinked once like a week ago but once and it surprised you yeah but you also get two really cool abilities the first thing is that you could learn the darkness spell yeah and if you spend sorcery points you can see in your own darkness by the way when you cast darkness you can't normally see in your own darkness spell so this is a pretty big advantage I'm at home the Hound of Hell omen yeah love it you get this shadowy hound that leaps forward and attacks an enemy and then basically lets you cast a spell on that enemy and then they have disadvantage on their saving throw if the Howard is adjacent to them yeah it costs three sorcery points to summon the Hound you have to choose who you want to SiC it on to it's pretty much like getting heightened spell for free without having to sacrifice amount of magic slot you still have to spend the sorcery points so you see that big bad guy and you just SiC your Hound on him and now they have disadvantage on all of the spells that you're gonna be casting up what about we also have the divine soul the divine soul this one might be the most transformative of all the options that we've seen and many people are really excited about this one because as a divine soul you get access to the entire cleric spell list for your spell selection and the sorceress noticed it yes so you get this giant pool of spells there's pretty much every spell in the game you have access to but of course you only have a very limited number of spells known but that also makes us a very diverse option because do you want to be a sorcerer that's a healer you can be yeah but you could also pick up the really awesome damage-dealing cleric spells and the amazing buffs which you can then transform with quick and spell and twin spell and all the other meta magics so it's a really really potent idea so lastly we have the storm sorcerer which was probably the least impactful to me and Santa Thor's God yeah it was actually originally introduced in the Sword Coast adventures guide um I think it's a cool one because it has neat abilities with flight and extra damage with lightning magic I just think it's really narrow I wanted to see more of like being able to be storm and like do like crazy I think you can totally be storm from the x-men with the storm sorcerer I think what really aids that is the fact that you get to fly a little bit after you cast your lightning damage spells which really helps live the fantasy of it yeah I think though my biggest issue with the storm sorcerer is that there's just not a lot of spells that deal lightning damage right now especially compared to the other elements let's talk about spells the main event this is really what we're here for um your spell selection is probably gonna define your sorcerer as much as your sorceress origin or your mathematic choices but one of the things that you need to keep in mind about the sorcerer is that you're only gonna get a total of 15 spells over your entire level 1 to 20 career as an adventurer most of the time you're gonna know far fewer than this so you need to pick and choose very carefully what is going to be best for the type of sorcerer that you want to play what's going to be useful to the party and just be awesome for you one thing that is important about the sorcerer is that when you do level up in addition to usually learning one new spell you can choose one spell that you already know to forget and replace that with another spell up to the highest level spell you can cast this means that over the course of your career you can gradually reduce the number of low-level spells that you know and swap them out for higher level spells yeah so you can really optimize the power of your sorcerer yeah now we've categorized our spells into four main types are damage dealing spells our battlefield control spells are emergency spells and our utility spells we're going to talk about a few suggestions for each of these categories for your sorcerer the final thing to bear in mind is that as a sorcerer you do not have the ritual casting feature so even if you learn spells that you can cast as rituals you actually don't have the ability to cast them without using a spell slot so let's talk about those damage dealing spells yeah what are your favorites Kellie well I like fire so I mean fireballs in there yeah I think burning burning hands Elena's beer yeah scorching ray are all gonna be great pics for your kind of fire theme probably capping off with wall of fire and incendiary cloud we like fire yeah we like it it's a really good package um I would probably keep fireball for my entire adventuring career I think every sorcerer probably is gonna pick it up but ones like burning hands and flaming sphere are we're gonna be the low-level fire spells that I eventually want to trade out for like wall of fire and incendiary cloud now if you do want some some other elements are there any good ones that you can think lightning bolt is great yeah um ice storm and cone of cold are really potent and of course chain lightning chain lightning is fun yeah and who could forget disintegrate disintegrate everybody needs to centigrade it's a great candidate for twin spell you know two creatures with disintegrate pretty awesome you want to be the coolest sorcerer on the battlefield twin disintegrate yeah or maybe twin finger of death that also can pretty cool pretty potent damage dealing this is why Sorcerer's Rock battlefield control spells what are some of our good options there so I think sorcerers are really good at using the ones that target saving throws because they get heightened spell to impose disadvantage on them so I really like ones like sleep whole person hypnotic pattern I love that one um I would even say confusion might be an interesting choice and dominate person and hold monster next up we have our utility spells yes um utility spells are ones that are going to affect your movement are gonna help you solve problems in the middle of both an adventure exploration or even in combat I would put in spells like misty step here and dimension door really really useful ones invisibility is that uh yeah I think invisibility has both utility and combat applications and of course haste it was just an amazing combat utility spell and mentioned earlier xx haste on you're too big damage dealers in the party yeah or twinning polymorph is super useful I think polymorph is another one of those ones that because it's just so flexible you can use it to deal damage by turning into a t-rex or you can use it to solve a problem by turning two of your party members into giant Eagles and then having the other two party members ride the giant Eagles right all themself problem solved right it's a great one and of course greater invisibility would be another one because again you can't win that one and get the rogue and the Ranger invisible for infiltration moment and then we have emergency spells which I'm gonna say one right off the bat here that I think every spell casters should take in that shield and counter spell and counter spell those are actually the two key ones if you don't take those spells you're doing it wrong yeah I think that sorcerers ultimately they get very few defensive spells you still do get things like mirror image um but you're so restricted on your spell selection that you really want to pick one really key defensive spell and I think shield and counter spell are gonna cover you for most of the really moments you're gonna run into yeah as you get into higher levels I would really think about your spells quite carefully um the high level spells because you typically only get one sixth seventh eighth or ninth level spells lot until very high levels picking a really good candidate for twinning like disintegrate or figure of death or power where it's done doubles the mileage of your high level spell slot so it's super effective many sorcerers are also gonna choose wish when they get to high levels because which lets you have a full spell list again there are some other good options and they're like a meteor swarm but is it as good as wish for destroying the world maybe maybe and Zen others guide to everything also has a few good picks like thunder step synaptic static and mental prison all great spells for I love thunder step because it combines damage dealing with teleportation yeah and kind of kills two birds with one stone so let's take a look at some of the role-playing ideas that we have for your sorcerer yeah and I hope that by looking at the build option you're already getting inspired for what kind of personality your sorcerer might have but there's lots more to the sorcerer than just the spells they sling style is a big thing about really magic with gusto one of the main questions that you're gonna want to ask yourself when you're creating a sorcerer is where did your powers come from like where ya when did they develop how did they develop what does that look like and this is deeply connected to your choice of sorceress origin and because this is a choice you make at first level your sorcerer has this built in story both in the mechanical choice that you made of the spells that you know and learn and your origin so think about that really really tightly like maybe your sorcerer is of your conic ancestry and they come from a proud noble house where that sorceress bloodline is always coming back up in like maybe the third child of the family is always the sorcerer and you have this great legacy behind you of your great grandfather or great granddaddy is the complete accidental sorcerer which is just like a family gives birth to a child and oh my gosh they have magical powers and nobody knows what to do or why it happened and they have to deal with that being somewhat of an outcast in their society just being like I don't know why I have these powers sorry everybody yeah you could also get some of that like I am the chosen one thing happening like if you're playing a favorite soul or maybe you inherited a curse and you were born on the shadow felt and that's why you're a shadow sorcerer I also love the story of like the the child that's born in the middle of a shipwreck being a storm sorcerer one of the other things that I know that we talked about with coming up with your sorcerer was was like the way that they cast spells and what that feels like yeah I think that like as a sorcerer if your magic is coming from your body right and what happens when you cast a spell do your eyes light up does your voice change in its resonance do you float off the ground as you cast a spell maybe you're like 11 from stranger things and when you wield your powers your nose bleeds right or all the veins in your body like start to glow yeah or pop out I love this idea that like sorcerers have some sort of physical or emotional exertion connected to casting their spells yeah there's um there's the way that a lot of people look at Sorcerer's with just like flame spells like it's no big deal but I think it's even cooler to have a sorcerer who exerts so much of themselves in order to cast a spell because that's coming out of them yeah it's like an expression of what's happening inside them I love this idea that like maybe some of your spell's are actually associated with an emotion or a memory so like the first time you cast fireball was this desperate moment that you needed to do to save your friends and from then on out afterwards whenever you cast fireball you need to conjure up that memory that emotion and use that to channel the magic and if if all of your ancestors were also Sorcerer's there's this really cool idea that you actually have memory yeah genetic memory and when you cast a spell you get like a flash of your great-grandfather or great-grandmother casting that spell as well and maybe these visions that you get actually can inform your quest yeah so these are all just little little ideas here you can take all of these little bits and you can kind of put them wherever you want piece them together and create your own backstory and really cool ideas for how to play your sorcerer yeah and as I said your sorcerer might kind of see themselves as a savant or a prodigy or an artist on the flip side they could be almost completely innocent and they could be really struggling to understand this power of like why am I suddenly setting things on fire around me when I get upset and they're kind of thrust into extraordinary circumstances with extraordinary powers I think the sorcerer are kind of because they don't understand what's happening with their magic it's a great role-playing opportunity to want to discover and understand that power and so all of this feeds into that core motivation for your character do they want to understand their power or do they want to wield it do they want to find out their history the mystery of their birth or do they just want to use their power to change the world I think the sorcerer has this big idea behind them of like I can just exert this power and I can change the world around me so maybe I can change the world for the better as a whole using this power so that's our guide to the sorcerer we hope that you feel inspired and you're willing to create some awesome characters in your game and of course if you had played a sorcerer already we would love to hear about your suggestions tips speltzer choices and your epic stories of how your sorcerer will do their magic in their game especially if you have any hilarious instances of when you rolled on that wild magic table if you're looking to better understand how spell casting works in Dungeons & Dragons 5th edition we have a video on that right over here and a useful tool and accessory for all sorcerers are the D&D spell book cards which you can find about in our video right here please subscribe to our channel so that you never miss an episode thank you so much for watching and we'll see you next time in the dungeon
Info
Channel: Dungeon Dudes
Views: 587,517
Rating: undefined out of 5
Keywords: dungeons, dragons, tabletop, gaming, roleplaying, games, accessories, rules, rule, gameplay, play, game, rpg, d20, player, character, D&D, 5e, DM, PC, tips, advice, guide, guides, review, dice, books, book
Id: DQ_5eAGdOSo
Channel Id: undefined
Length: 38min 46sec (2326 seconds)
Published: Thu Mar 08 2018
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.