Not only does it save you a spell known, but it also doesn’t require Concentration. Since sorcerers generally shouldn’t be in melee, flight is a huge asset. It’s harder for the Sorcerer to carry around Absorb Elements and Shield than it is for the Wizard, so damage resistances, AC bonuses or natural armor to replace Mage Armor, and other options like temporary hit points can all be helpful. Racial traits which improve your durability to compensate for your d6 hit dice and lack of armor are both great choices. For most casters you’ll get more use out of spells from other spell lists, but for the Sorcerer you’ll do fine with anything useful enough to cast. Innate Spellcasting to compensate for the Sorcerer’s small pool of spells known can go a long way, especially for post-Tasha’s races which allow you to re-cast your innate spells using spell slots, effectively giving you additional spells known. Dexterity and Constitution can be great since you don’t get armor proficiency, but if you have at least a +1 to Charisma you’ll do fine. Sorcerers are a SAD caster class, so Charisma bonuses are absolutely essential and anything else is secondary.
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