• Justin Handlin

Class Analysis: Sorcerer and Warlock

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Today we break down the features of the Sorcerer and Warlock in the Dungeon and Dragons Player Handbook. We touch on the mechanics and how they function, as well how we would reflavor them to give them a fresh and unique feel.

The Sorcerer is one of my favorites, as the book encourages you to come up with unique reasons for your bloodline traits, it's also one of the few that I believe is often underestimated. I think this has a lot to do with the belief that, anything the sorcerer can do, the wizard can do better. Sure the wizard has more spell slots and more spells, giving them a lot of utility, but the sorcerer can break the game in a way that no other class really can, through action economy. The ability to cast spells as a bonus action, or twin the to hit two targets with one spell, gives them quite the upper hand on the wizard.

The Warlock is an interesting character as they make a pact with a higher power. This immediately means interesting roleplay potential. For instance, warlocks are very well known for their power cantrip eldritch blast. On its own, this can seem dull, but if you consider tying its description to your patron, it becomes very flavorful. Picking Cthulhu as your patron? Then your eldritch blast may be a burst vile green ooze looking water that takes on the form of a creature of the water such as a squid or octopus. Sounds way cooler than a simple eldritch blast right?

Unearthed Tips and Tricks: New and reusable D&D content for you to bring with you on your next adventure.

Character Concept:

Master of Weapons

We’ve all seen the fighter who specializes in one specific sword, passed down through his

family line for generations. With that sword, he’s unmatched in combat, and he will avenge

the death of his grandfather and save the land from evil. Imagine if, one day, he runs

into something that’s immune to slashing damage, or it destroys any weapon that touches it. That fighter is going to be in a tough spot, isn’t he?

This character concept is the opposite. Rather than focusing on using one weapon, this character focuses on using ALL weapons. Longsword? Check. Crossbow? Check. Light mace? Check. Ranseur? I don’t know what that is, but check. Siangham? I don’t think that exists anymore (or ever, historically speaking) but sure, check. If you can kill an enemy with it, the Master of Weapons wants one and probably has proficiency with it. Simply owning the weapons isn’t enough, too. The Master of Weapons is going to use their weapons whenever possible by swapping out weapons every round and even supplying extras for party members that were disarmed or had their weapons destroyed by an ooze or lava worm.

Why is the Master of Weapons so obsessed? It could just be that they want to be prepared for every situation, and having multiple weapons of various damage types and ranges is a good way to accomplish that. It could be something as lofty as having a life goal of someday owning one of every type of weapon in the world or wanting to train in every fighting style that exists. Whatever the case, you can always tell when the Master of Weapons is near because of that unique jangling of a dozen different weapons rubbing against each other. The party’s home base is sure to have an entire wall decorated with thirty different varieties of one handed d8 slashing weapons. Tavern brawler is also an excellent feat to add to this sort of concept. Turning anything into a weapon fits the theme well.

Monster Variant:

Harassing Grassy Gnoll

Gnolls who find themselves to be physically weaker than their kin will often try to find