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D&D: Is WotC Trying to Make Sorcerers Supreme? New Class-Exclusive Playtest Spells Revealed

3 Minute Read
May 8 2023
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The latest One D&D Playtest is full of class-exclusive spells to make each magic-user a bit more unique. But do they really?

Magic abounds in the latest D&D playtest packet. We got new versions of the Wizard, Warlock, and Sorcerer, as well as a set of new class-exclusive spells to try and help them stand out a little more. Some are updates to old class features. Others are… perhaps in need of another pass.

But, let’s take a look at the good, the bad, and the ugly. There’s plenty to sift through, with 14 individual spells. And today we take a look at Sorcerers. This bears mentioning because they reflect a new trend by WotC, to make class features into spells. It happens with quite a few. Let’s dive in.

Class-Exclusive Spells – Sorcerers Supreme

The Sorcerer is the embodiment of magic itself, manifested in the blood of the player character. Where Wizards learn magic and Warlocks bargain for it, Sorcerers are born with it. And the new class-exclusive sorcerer spells try to highlight this flavor.

Not all of them succeed, but several seem like a lot of fun. First up, Sorcerous Burst, a cantrip exclusive to Sorcerers. This is a single target, d6 damage cantrip with a 120 ft. range, making it as far-reaching as Fire Bolt. And though it does less damage, you can pick from Acid, Cold, Fire, Lightning, Poison, Psychic, or thunder. Besides what Sorcerous Burst promises is excitement – roll a 6 on the d6 and it explodes, letting you add another d6 (which also explodes). Fun at 1st level, but exciting once you start rolling multiple d6s.

As a 1st-level spell, Sorcerers get Chaos Bolt, which is identical to how it appears in Xanathar’s Guide to Everything. It’s another one that’s exciting when it pays off but can be underwhelming when you’re not rolling doubles. At 5th level, Sorcerers get the 3rd-level spell Sorcerous Vitality, a 3rd level spell that heals 2d6 damage plus curing a condition. It’s probably the most underwhelming spell. You could cast Vampiric Touch and it’d be more effective, because at least you’d be doing damage, and Vampiric Touch is one of the worst 3rd-level spells.

But at 7th level, Sorcerers get the 4th-level spell Arcane Eruption. This is a worse fireball that tosses in a random condition: Blinded, Frightened, Poisoned, Charmed, Deafened, or the only one you’ll really care about – Incapacitated. This makes rolling a 1 on damage absolutely worth it (because you only get it if one of your 6d6 damage dice come up as a 1).

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Finally, Sorcerers get Sorcery Incarnate as a 5th-level spell that “transforms you into a glimmering being of magical energy for the duration.” It’s a 5th level spell that gives you advantage on attack rolls for any spell you cast and lets you spend Sorcery Points on up to two metamagic options (while also regaining 1d4 points). It sounds impressive until you realize that you can achieve a similar effect with the 4th-level spell Greater Invisibility. You won’t use two Metamagic options, but the times you’ll want to do that are few and far between.

All in all, Sorcerers are moving towards randomness a bit more, and it feels like their identity needs a bit more work.

But what do you think of the Sorcerer’s class-exclusive spells?

 

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Author: J.R. Zambrano
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