Friday, November 20, 2020

Tasha's, Class by Class - Sorcerers

 Moving onto Sorcerers!

New Spells:

Sorcerers get a bunch of the new spells in Tasha's, but they also, like the Warlock, get a somewhat broader number of arcane-themed spells from the PHB, namely: Grease, Flame Blade, Flaming Sphere, Magic Weapon, Vampiric Touch, Fire Shield, Bigby's Hand, Flesh to Stone, Otiluke's Freezing Sphere, and Demiplane. And they also get the SCAG cantrips.

New Metamagic Options:

Seeking Spell: This lets you reroll the d20 if you miss with a spell attack for 2 sorcery points, and can stack this with other metamagic options.

Transmute Spell: For 1 sorcery point, you can change the damage type of a spell from acid, cold, fire, lightning, poison, or thunder to another from that list.

New Features:

Sorcerous Versatility: When you get the Ability Score Improvement feature, you can swap out either a Metamagic Option or a Sorcerer cantrip for a different one. Again, nice Quality of Life change.

Magical Guidance (5th level): if you fail an ability check, you can spend a sorcery point to reroll the d20 once, potentially turning it into a success.

Subclasses:

Aberrant Mind:

This is one of three psionic-themed subclasses, though unlike the Soulknife and Psi Knight, there isn't any "psionic die" involved. The theme here is that something deeply alien altered you to grant you your sorcerous powers. Of note, this and the other new Sorcerer subclass come with extra spells you automatically learn and don't count against your known spells. You can actually trade these out when you level up, as long as the spell chosen is a divination or enchantment spell from the sorcerer, warlock, or wizard spell list. As an Aberrant Mind, these are listed as Psionic Spells. At 6th level, you can cast these with sorcery points, and if you do, you don't need to provide any components unless material components are consumed for it (so no need for a costly component for Summon Aberration, which is one of them.)

You also gain the ability to form a telepathic link with a creature, which you can use any number of times (but only connect with one person at a time.) Eventually, you can get various body-warping bonuses that allow you to fly, see invisible creatures, swim and breathe underwater, or become squishy so you can squeeze through small passages. The capstone allows you to teleport up to 120 feet and leave behind a spatial implosion that damages creatures caught within it.

Clockwork Soul:

Perhaps the opposite of the Wild-Magic Sorcerer, this has your power tied to Mechanus, the plane of law. Like the Aberrant Mind, you get several spells automatically. These can be traded for abjuration or transmutation spells from the sorcerer, warlock, or wizard list when you level up.

As a Clockwork soul, you have various ways to normalize fate - cancelling advantage and disadvantage, or later, entering a state where you can't roll below a 10 on attack rolls, ability checks, or saving throws.

Overall, the Clockwork Soul has a fair number of defensive abilities, and a capstone that can repair things, heal allies, and end harmful spell effects.

    I've got to say, both of these subclasses play into elements of fantasy that I really like - both the cosmic horror weirdness and the power of rational and mechanical elements. So I'd be a bit torn on which I wanted to play (I might skew Clockwork given that I've already got the Great Old One Warlock.)

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