Defiled Sorcerer in the new DnD Unearthed Arcana: Apocalyptic Subclasses!
#dnd #2024dnd #ttrpg #unearthedarcana #sorcerer
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The new unearthed arcana apocalyptic
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subasses brings the new defiled
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sorcerer. And this is the like the
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sorcerer kings of dark sun that are
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destroying the world with their
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consumptive arcane magic. Theme is cool.
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It is perfect for the setting. And for
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the first time with official content at
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least, we're seeing a character option
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that consumes hit point dice to fuel
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your abilities. Like we've seen this
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done a few times in third party content,
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in homebrew stuff. It's a really
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interesting mechanic and a lot of
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parties really just don't get a lot of
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use out of their hit point dice. So,
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it's exciting to see that Wizards is
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actually going to explore that as a
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resource pool for the first time. The
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Defiled Sorcerer lets you turn your hit
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point dice into bonus damage on your
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spells. And a few times per day, you can
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do the same thing using other creatures
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hit point dice. So, if you can go fight
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an enemy, use their own hit point dice
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to boost the damage of a spell that you
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hit them with. It's awesome. Um, you get
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it once per day. You have to spend
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sorcery points to do it again, but it's
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great. Beyond that, there's there's a
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fun aura and like some temporary HP
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mechanics that you can do with innate
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sorcery, and you have the ability to
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recharge sorcery points when a creature
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dies. Like there there's some very very
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narrow math where you can use the bag of
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rats to turn that into a way to generate
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sorcery points, but it's like half a
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sorcery point on average per minute that
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you spend farming the bag of rats. So,
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like it's it's very very inefficient. I
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don't think anyone's realistically going
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to do that, but it's a fantastic
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subclass. The flavor is really cool. The
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mechanics are really good. There's
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always a little bit of fiddling with the
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numbers that could probably be done. My
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biggest problem with the subclass is
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just that like the the aura that becomes
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central to the subclass as you gain
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levels. It's only a 15 foot aura, which
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is really really hard for sorcerer. You
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are a D6 hit point class with bad AC
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probably. So, no one is going to get
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close enough to make that aura matter on
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purpose. So, it's it's more of a like
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deterrent defensive effect. And I don't
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think it's big enough or bad enough that
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enemies are actually going to stay away
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from you to stay out of the aura. So, I
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think there's some fiddling to be done
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there. If they increase the radius base
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to 30 feet, I think it would be
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considerably more impactful and more
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worthwhile. But otherwise, like they're
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really close on this one. I don't think
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this needs much more work to be
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publication ready. Uh, let me know what
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you
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