Dungeons and dragons 4th edition sorcerer build




















The first choice players will be presented with when making a new character is to decide that character's race. In theory, any race would work, but only a select few of them come with benefits that lend to a sorcerer's power and ability. Aasimar are pretty much the same as Tieflings, just their polar opposite in terms of heritage; Aasimar characters also get the charisma bonus, resistances, a bonus to healing, and some extremely useful racial abilities when it comes to dealing damage.

Both get a good charisma bonus and extra spells, and the Yuan-Ti Pureblood also gets poison immunity and magic resistance—making both races very compatible with the sorcery skillset. Different spellcasting classes derive their powers from different sources, and because the sorcerer's powers come from within, they utilize those powers not through intelligence or wisdom, but through sheer force of character.

The sorcerer's spellcasting ability is based on their charisma, so naturally, charisma is the number one priority when it comes to stats. Assign the highest value to charisma, and work that score up to a full 20 as soon as possible to make sure the sorcerer is at their best.

After that, another stat that the sorcerer should have plenty of is dexterity. That might sound odd for a sorcerer, but dexterity in the 5th edition affects saving throws, armor class, initiative, and many other skills—and sorcerers, one of the few classes that start out unable to wear armor, will need as high a natural AC as they can get.

Constitution is the other moderately important stat for sorcerers, both for getting more hit points as sorcerers naturally don't have many compared to other classes and for making concentration saves, which sorcerers will presumably have to do regularly. Wisdom and intelligence rank lower in importance than dexterity and constitution, but they do offer some useful perks if they don't become a dump stat, so it's worth players deciding which of these two stats gets a higher score based on the type of character they want.

Wisdom saving throws are such a common thing that it always ends up paying off to have a decent wisdom score. Intelligence, meanwhile, most definitely isn't a stat that sorcerers need and a low-intelligence sorcerer could be fun to roleplay , but a good intelligence score lends itself to the Arcana skill, which some players might want.

Then there's the definitive dump stat for sorcerers: strength. Players' worst ability roll should absolutely be assigned to strength because there's really no valuable sorcerer abilities that use it.

A 1st-level elementalist gains the use of an elemental escalation power corresponding to the elementalist's choice of Elemental Specialty. This power will be either elemental escalation air , elemental escalation earth , elemental escalation fire , or elemental escalation water. The elementalist will gain additional per-encounter uses of elemental escalation at higher levels, but can use elemental escalation only once per round.

Sorcerer powers, having an arcane power source , are also called spells. Roles Controller Defender Leader Striker. Deva Gnome Goliath Half-orc Shifter. Githzerai Minotaur Shardmind Wilden. Campaign Settings. Forum Adding 4e Content. Explore Wikis Community Central. Although, fans of the game were not as nice. Theses changes were to clarify the mechanics of the game, yet fans seemed to have issues with how much focus was on mechanics over lore expansion.

Regardless, the real concern was streamlining the character creation process in ways that had fans questioning the design. Even so, this streamlined design paved the path for the streamlined content of 5th edition , which proved to become the most popular edition of the game yet. Roles Controller Defender Leader Striker. Deva Gnome Goliath Half-orc Shifter.

Githzerai Minotaur Shardmind Wilden. Campaign Settings. Forum Adding 4e Content. Explore Wikis Community Central. Register Don't have an account?



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