Call it fate, call it luck, call it karma, your character was meant
for magical greatness, but you’re not beholden to
the fickle whims of an otherworldly patron, or– the daunting labors of wizardly study
because you my friend are a Sorcerer, and whether
it’s the stuff of legend or a source of mystery, the origin of this
arcane power defines you. The best part? You, the player, get to define *it*. So, grab a character sheet and a handful of six-sided dice, here’s your Sorcerer quick build
for 5th edition D&D. ♫ Don’t know how to play? ♫ ♫ We’ll show you the way! ♫ ♫ Handbook, handbook, handbook ♫ ♫ Handbook-er Helper ♫ Handbooker Helper (ding) Salutations people of the internet,
I’m Chris Lockey Content Producer here at Critical Role, and I’m here to let you know that Sorcerers are the natural-born casters
of the Dungeons & Dragons multiverse. Magic is a part of them, and they tap into a raw font
of arcane energy within themselves to harness awesome and
unexplained powers. It should come as no surprise then that the spell casting ability for
sorcerer’s spells is Charisma, and since Sorcerers only gain
1d6 hit points per level a hearty Constitution is a worthy
investment if you plan on going toe-to-toe in combat. When creating your Sorcerer
it’s important to ask questions like, “where precisely did
my arcane power come from?” As far as a Sorcerer’s origin is concerned the Player’s Handbook offers the basic Draconic Bloodline
and Wild Magic options, but there are other variations
out there waiting to be discovered. Draconic Bloodline traces your innate
magical abilities to a dragon ancestor, it causes the physical and elemental traits of that
origin to emerge as you advance. Wild Magic on the other hand is fueled by the raw ebb
and flow of primordial chaos, and grants power born from
the untamed potential of chance. One major difference between Sorcerers and Wizards is a more restricted spell list, but this apparent lack
of variety and depth is supplemented by the sorcerer’s
unparalleled arcane flexibility. A Sorcerer has no need
for a pesky grimoire or an otherworldly patron,
their power comes from within, and if you happen to learn
a spell along the way that ends up feeling a little
off-brand for your character, fear not, whenever you gain a new level as a Sorcerer you can replace one of
the class spells you already know with a different one from
the Sorcerer’s spell list. Of appropriate level of course. Try not to think of that original
spell selection as a waste, think of it as a learning opportunity, there’s a good chance you’ll see that spell again before all of your adventures are through. The PHB recommends Shield and
Magic Missile for starting Sorcerers but personally, I’ll take Mage Armor
over Shield 9 times out of 10. And as for cantrips, you can’t go wrong with having Fire Bolt or Ray of Frost in the old arsenal but you probably don’t need them both. Let your pc’s narrative decide the rest. So, what really separates Sorcerers
from Wizards and Warlocks? Sorcery points. Sorcery points are the arcane currency every sorcerer uses to navigate
their way through the intricate and mysterious weave of magic. Sorcerers start off with
2 sorcery points at 2nd level and gain 1 new sorcery point
every time they advance all the way up to an epic 20 points
at level 20. Sorcery points are used for
class features like Flexible Casting, which enables you to convert
sorcery points to extra spell slots and vice versa, and Metamagic, a system of arcane options
that allow you to alter the power and manifestation of your spells
to suit your Sorcerer’s whims. Flexible Casting is pretty straightforward but Metamagic can get a little tricksy if you’re not up to the challenge
of a bit of extra accounting. You’ll gain two, count ’em, two Metamagic options when this class feature kicks in at 3rd level, but that’s it until you get to
pick one more at level 10 and eventually your 4th and final
Metamagic option at level 17, so choose wisely. We highly recommend you take
a close look at Quickened spell, Distance spell, and Twinned spell for starters. Personal play style and character traits should have a healthy influence
on your decision-making here, but these three options are definitely worth
the price of admission, trust me. Well that about does it for
our Sorcerer quick build, it’s time to go make a name for yourself, and once you’re stunning
everyone at the game table with your newfound knowledge
of all things sorcery, be sure to tell them Critical Role sent ya. Err, unless you end up blowing up
your party with a wild magic surge, then you sent your damn self,
and don’t say we didn’t warn you ♫ Handbook, handbook, handbook ♫ ♫ Handbook-er Helper ♫ Handbooker Helper (ding) [music]




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