Note that Tashas Cauldron of Everything published an updated version of Booming Blade.If it was updated before November 17th, it has not been updated to include the new content.To see what I still need to complete to catch up with Tashas, see my To-Do List.Disclaimer RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.
Red: Bad, useless options, or options which are extremely situational. Difference between hardware and software in hindi pdfOrange: OK options, or useful options that only apply in rare circumstances. Blue: Fantastic options, often essential to the function of your character. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I cant assume that your game will allow 3rd-party content or homebrew. I also wont cover Unearthed Arcana content because its not finalized, and I cant guarantee that it will be available to you in your games. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Introduction The Sorcerer shares a lot with the Wizard, including the vast majority of their spells. However, the Sorcerer gets a strictly limited number of spells known and cant cast rituals, so sorcerers are forced to learn to rely on a smaller number of spells and adjust them using metamagic to make the tools available work in any given situation. In addition to mastering metamagic, good sorcerer needs to know how and when to cast spells using a higher-level spell slot. Using higher-level slots to get more out of a low-level spell can be just as effective as learning a new high-level spell, all while working within your limited number of spells known. Staples like Fireball remain useful well past the first level that they become available, making them great options when you only get to know 15 spells at the absolute most. Sorcerer Spells This is not a comprehensive guide to every available spell, as that would be an exercise in madness. The following is a brief compilation of the most notable spells available to the class. Spells available via Magic Initiate are also excluded; for suggestions for Magic Initiate, see the Feats section, above. Cantrips: -- Acid Splash PHB: Low damage for a cantrip, but its one of very few cantrips which can affect more than one target. If you can hit two targets, the total damage will beat any other cantrip (Eldritch Blast doesnt count), and since its on Dexterity saves many bulky melee enemies will reliably fail. However, its hard to count on two enemies being adjacent, and generally when they are you want to use leveled spells to take advantage of the situation. Blade Ward PHB: Similar in function to taking the Dodge action, but since your AC may be terrible this may be more reliable. Ninite pro activator toolBooming Blade SCAG TCoE: Melee cantrips are an extremely difficult prospect for a class with d6 hit dice, and relying on a weapon attack rather than a spell attack just makes that issue worse.
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