@@oceanryder_6706 whoops I completely missed that one! I still think I’d rather have something else but that’s not a bad one to grab at all. I’ll pin your comment in case anyone else is curious!
@@Levi501J yeah, they did not have to go as hard as they did and somehow they made the new sorcerer that much better than the old one. There are some downgrades, sure. But most of it culminates into a net positive IMO!
Enjoyed this guide. Glad to see they didnt murder my sorc too much. I also like the subclass picks they made. All very flavorful. Only one i dont like is draconic as thats too traditional already. I wouldve picked shadow.
One thing I do not agree with is Firebolt as one on your first Cantrip. You should be taking Sorcerous bust. For the loss of 1 dpr (2 at 5, 3 at 11 and 4 dpr at 17) you can change the damage type to 7 different ones. This will mean you will not have to worry about resistance or immunity's even when you do not have many spells.
@@Deathmvp1 I did consider changing it to sorcerous burst. I was teetering on the edge. I probably should have but I figured the higher die mathematically outweighed the potential “8” on the damage die gimmick. I didn’t fully consider the resistance angle but I will also say that it probably won’t come up much that early in the game. Fire bolt is still a good option.
Innate Sorcery works with Booming Blade/Greenflame Blade strikes. Which means you can gain Advantage on melee spell attacks in close range. It just gives my Sorlock a reason to use his Pact Weapon for Quicken Booming Strikes instead of just EB blasting them in the face at close range (Warcaster). Its funny that one of the best "Tanks" in the game can be an Armored Sorcerer. 😊
@@ConstructedChaos I don't see what range has to do with this. If you gain advantage on spell attacks then you should also gain advantage on melee spell attacks
@ConstructedChaos Yes. Because whether it's a Touch or Self spell, it doesn't matter. What matters is that it uses an attack roll. The melee attack is a part of the spell. And we know this because you can Quicken Booming Blade and make two attacks despite not having Multi Attack. Whether a spell is using your Chr/Int/Wis modifier or another attack modifier, it is still an attack roll and thus benefits from Innate Sorcery to gain Advantage on Attack Rolls.
@@ConstructedChaosAn event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: The spell save DC of your Sorcerer spells increases by 1. You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
I prefer true strike because even with light crossbow at lvl 1 youre doing d8+3 radiant (or piercing) damage. It gives you much higher average damage than d10 fire. Theres multiple ways to increase wepon damage (magic weapon, divine favor, poisons) which all stack with the cantrip damage.
Sure! That’s a great point. I mostly mentioned fire bolt since I know it would work with innate sorcery but I guess true strike would too. I didn’t think about it since it “struck” me as a melee attack rather than a spell. That said, I do worry about using a light crossbow and not having hands free for spellcasting. It could make sequencing between turns a bit of an issue.
@ConstructedChaos I could be wrong but I'm pretty sure you only need 2 hands to attack with 2h weapons, not to hold them. You should be able to use one hand to cast then two as part of the attack.
@@mariop8852you’re actually right. I always thought it was for wielding specifically and not attacking. Though, I don’t think that’ll fly at every table considering how poorly weapon juggling has been received haha
I wouldn't discount the 2014 Subclasses either. They are still very Viable. I ran a 20th lv one shot with my 2 Warlock/18 Shadow Sorcerer and Umbral From was clutch. I was barely damaged most the fight while the rest of the party looked like hammered shart. Id just cast my spells and then dive into the ground taking 5 Force Damage at the end of every round and then just pop up again and blast on fools. Divine is seriously underrated. You get access to cool cleric summons, healing, Planar Binding (huge) and the once per day Favor of the Gods is a nice way to barely make some bad saves. The meta still is using old classes alongside the new/updated ones.
The surprising thing about the Sorcery subclass is that they are completely different game play abilities - Aberrant is Utility, clockwork is control, Draconic is blaster (with buffs combat survivability and elemental resistances ) and Chaos doubles down on “meta” spell-like effects. They are all very powerful. Example, Draconic nearly as much because of all the hidden power. They have the best AC (likely they will have an AC 18 by level 8 or 12) in a class with minimal AC. The extra point means they have an effective D8 for hit points. They have a constantly relevant blasting and people over look that the fight is non-concentration. Free Dragon Casting is more powerful then it looks because you can have two dragons along with the two additional resistances they bring to a boss fight! That is one at spell level 8 and a second to support as you are blasting can generate high numbers of HD and damage while letting you resist the damage coming back at you! So consider this when picking a Sorcerer!
You do have a good point about draconic sorcerer! Still, by the time you’re level 18, having two dragon spirits at a time (and burning multiple actions to do it) will probably feel pretty meh. That isn’t to say that I don’t like that subclass though! It is a big improvement from the old one.
@@ConstructedChaos You know I don’t have this PHB so I am even more loving the Draconic a slight bit more because it is in the DDB subscription I still have - almost like I love not giving WotC more money right!
Argue/petition with your DM, they may agree constitution should be the correct caster attribute. i would go with it as a DM, however I am a very rules loose DM though.
@@kailenmitchell8571 for what it’s worth, I think constitution is too influential of an ability outside of casting to be considered. But I think the same could be said of dexterity and yet there are entire classes based on that one score. Charisma makes some sense but a constitution caster makes me excited to play one haha
@@michaelmuirhead910 wizards were the best class in 5e by many measurements. I think it’s okay to take them down a peg. But it does surprise me to see that sorcerer got the scale tipped in the other direction haha
@@michaelmuirhead910I dig the changes. I will enjoy Counterspelling you Wizards and adding some stank to it....Heighten Metamagic. So, I'd like a Con saving throw, DC 17 at Disadvantage, please. Thanks! 😀
Quick note: the Merchant feat also boosts both Constitution and Charisma!
@@oceanryder_6706 whoops I completely missed that one! I still think I’d rather have something else but that’s not a bad one to grab at all. I’ll pin your comment in case anyone else is curious!
Sorcerer was my favorite class already. So, I am really liking the new changes.
@@Levi501J yeah, they did not have to go as hard as they did and somehow they made the new sorcerer that much better than the old one. There are some downgrades, sure. But most of it culminates into a net positive IMO!
Enjoyed this guide. Glad to see they didnt murder my sorc too much. I also like the subclass picks they made. All very flavorful. Only one i dont like is draconic as thats too traditional already. I wouldve picked shadow.
0:57 "Mother was from the Outer Planes... BUT FATHER SHOWED ME THE WORLD OF UPPER GAINS!!"
Hahaha missed opportunity there 😂
And thus a Sorcerer/Paladin was born
@@Silverythoughts 😂😂😂
One thing I do not agree with is Firebolt as one on your first Cantrip. You should be taking Sorcerous bust. For the loss of 1 dpr (2 at 5, 3 at 11 and 4 dpr at 17) you can change the damage type to 7 different ones. This will mean you will not have to worry about resistance or immunity's even when you do not have many spells.
@@Deathmvp1 I did consider changing it to sorcerous burst. I was teetering on the edge. I probably should have but I figured the higher die mathematically outweighed the potential “8” on the damage die gimmick. I didn’t fully consider the resistance angle but I will also say that it probably won’t come up much that early in the game. Fire bolt is still a good option.
"Maybe it's the blood of a fiend" amazing! 😅
Haha I'm happy someone caught that one ;)
Innate Sorcery works with Booming Blade/Greenflame Blade strikes. Which means you can gain Advantage on melee spell attacks in close range. It just gives my Sorlock a reason to use his Pact Weapon for Quicken Booming Strikes instead of just EB blasting them in the face at close range (Warcaster).
Its funny that one of the best "Tanks" in the game can be an Armored Sorcerer. 😊
Does it actually work with booming blade? My intuition would be “no” since the cantrip technically has a range of “self” and not “touch”
@@ConstructedChaos I don't see what range has to do with this. If you gain advantage on spell attacks then you should also gain advantage on melee spell attacks
@@kongoaurius it's not a melee spell attack as it uses you physical stats and a weapon attack to deliver the spell.
@ConstructedChaos Yes. Because whether it's a Touch or Self spell, it doesn't matter. What matters is that it uses an attack roll.
The melee attack is a part of the spell. And we know this because you can Quicken Booming Blade and make two attacks despite not having Multi Attack.
Whether a spell is using your Chr/Int/Wis modifier or another attack modifier, it is still an attack roll and thus benefits from Innate Sorcery to gain Advantage on Attack Rolls.
@@ConstructedChaosAn event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Yes, yes, and YES!!!!!!!! Great video!
Thanks so much, Shawn!
I prefer true strike because even with light crossbow at lvl 1 youre doing d8+3 radiant (or piercing) damage. It gives you much higher average damage than d10 fire. Theres multiple ways to increase wepon damage (magic weapon, divine favor, poisons) which all stack with the cantrip damage.
Sure! That’s a great point. I mostly mentioned fire bolt since I know it would work with innate sorcery but I guess true strike would too. I didn’t think about it since it “struck” me as a melee attack rather than a spell.
That said, I do worry about using a light crossbow and not having hands free for spellcasting. It could make sequencing between turns a bit of an issue.
@ConstructedChaos I could be wrong but I'm pretty sure you only need 2 hands to attack with 2h weapons, not to hold them. You should be able to use one hand to cast then two as part of the attack.
@@mariop8852you’re actually right. I always thought it was for wielding specifically and not attacking. Though, I don’t think that’ll fly at every table considering how poorly weapon juggling has been received haha
awesome video , good suggestions thanks .
Thank YOU! Glad you liked it Grym!
we are having all the spell sl*ts
Spell slots do be spell slotting
I wouldn't discount the 2014 Subclasses either. They are still very Viable. I ran a 20th lv one shot with my 2 Warlock/18 Shadow Sorcerer and Umbral From was clutch. I was barely damaged most the fight while the rest of the party looked like hammered shart.
Id just cast my spells and then dive into the ground taking 5 Force Damage at the end of every round and then just pop up again and blast on fools.
Divine is seriously underrated. You get access to cool cleric summons, healing, Planar Binding (huge) and the once per day Favor of the Gods is a nice way to barely make some bad saves.
The meta still is using old classes alongside the new/updated ones.
@@007ohboy I don’t think I did discount them! I’ve just covered all of them in my previous guides so I didn’t want to cover them again here.
@@ConstructedChaos Sorry, I was meaning in general. Good video! Makes sense.
no worries! I just wanted to clarify haha. No apology necessary, friend!
The surprising thing about the Sorcery subclass is that they are completely different game play abilities - Aberrant is Utility, clockwork is control, Draconic is blaster (with buffs combat survivability and elemental resistances ) and Chaos doubles down on “meta” spell-like effects. They are all very powerful.
Example, Draconic nearly as much because of all the hidden power. They have the best AC (likely they will have an AC 18 by level 8 or 12) in a class with minimal AC. The extra point means they have an effective D8 for hit points. They have a constantly relevant blasting and people over look that the fight is non-concentration. Free Dragon Casting is more powerful then it looks because you can have two dragons along with the two additional resistances they bring to a boss fight! That is one at spell level 8 and a second to support as you are blasting can generate high numbers of HD and damage while letting you resist the damage coming back at you!
So consider this when picking a Sorcerer!
You do have a good point about draconic sorcerer! Still, by the time you’re level 18, having two dragon spirits at a time (and burning multiple actions to do it) will probably feel pretty meh. That isn’t to say that I don’t like that subclass though! It is a big improvement from the old one.
@@ConstructedChaos You know I don’t have this PHB so I am even more loving the Draconic a slight bit more because it is in the DDB subscription I still have - almost like I love not giving WotC more money right!
hahaha nothing wrong with that at all!
Im still rocking both Divine and Shadow. Both classes are the GOAT 🐐
@@007ohboy divine in particular is still so wildly good even in the context of the new rules.
Argue/petition with your DM, they may agree constitution should be the correct caster attribute. i would go with it as a DM, however I am a very rules loose DM though.
@@kailenmitchell8571 for what it’s worth, I think constitution is too influential of an ability outside of casting to be considered. But I think the same could be said of dexterity and yet there are entire classes based on that one score. Charisma makes some sense but a constitution caster makes me excited to play one haha
Giving Sorcerers the Evoker’s best ability is a dirty move by wotc.
It’s great for sorcerers, but man did wizards get hosed in the new rules.
@@michaelmuirhead910 wizards were the best class in 5e by many measurements. I think it’s okay to take them down a peg. But it does surprise me to see that sorcerer got the scale tipped in the other direction haha
@@ConstructedChaos a bit more balance was needed, but they over corrected by a wide margin.
@@ConstructedChaos I miss 3.x when sor know less but could cast more then any other class.
@@michaelmuirhead910I dig the changes. I will enjoy Counterspelling you Wizards and adding some stank to it....Heighten Metamagic.
So, I'd like a Con saving throw, DC 17 at Disadvantage, please. Thanks! 😀