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Sorcerer (Dungeons & Dragons)
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== 4e == [[Image:Wrathful Vapors.png|300px|thumb|The green vapors do lightning and acid damage, the blue ones cold and thunder damage.]] 4th edition kept the sorcerer out of the first PHB precisely because the developers wanted to come up with a way to make it more useful and distinct, especially since it could no longer fall back on a different spellcasting mechanism to justify its uniqueness. Instead, it came out in the PHB2 with a stunning new redesign. Keeping the idea that the sorcerer is an intuitive, innate caster rather than a [[wizard|studied, deliberate arcanist]] or a [[warlock|pact-bound channeler]], the 4e Sorcerer is an Arcane Striker who has basically taken up the [[Evoker]] niche. Their spells focus on dealing large amounts of elemental damage, often multiple types simultaneously, over a close-ranged area - in essence, taking up a midway point between the 4e wizard and the 4e warlock. Furthermore, the 4e sorcerer finally distinguished just where its magic came from, in contrast to the nebulous and vague fluff of 3rd edition. By the time 4e was cancelled, four distinct power origins were presented; draconic magic, wild magic, storm magic and cosmic magic. Each of these granted its sorcerer some unique magical traits. * Wild Magic sorcerers would randomly gain either +1 AC or a free saving throw at the start of each round, had [[Damage Reduction|energy resistance]] that changed randomly with each long rest, could slide their target around & knock it prone on a natural 20, and shoved away every creature within 5 squares on a natural 1. * Dragon Magic sorcerers gain one form of energy resistance from a list of Acid, Cold, Fire, Lightning and Poison, can determine their AC bonus with the highest of their Strength, Dexterity or Charisma modifiers, and gain +2 AC whenever they are Bloodied. * Storm Magic sorcerers are resistant to thunder & lightning damage, and get to push their target and then fly a short distance on a natural 20. * Cosmic Magic sorcerers can determine their AC bonus with the highest of their Strength, Dexterity or Charisma modifiers, and can choose which of the three cosmic phases they are aligned with after completing a rest; the phase they're in gives them a special bonus. The Sun phase grants Cold resistance and inflicts Fire & Radiant damage on all nearby enemies. The Moon phase grants Psychic resistance and +1 AC per conscious enemy adjacent to you, making you super tanky. The Stars phase grants Radiant resistance and the ability to teleport as a free reaction if an enemy takes a swing and misses. Additionally, you can choose to change to the next phase in the cycle (Sun-Moon-Stars-Sun) each time you cast a sorcerer daily, although you're forced to switch to the next one along when you get Bloodied. For all sorcerers, emphasizing their raw power, they have the unique ability to ignore the elemental damage resistance of enemies who share their elemental affinity. So a sorcerer with Fire resistance ignores the Fire resistance of its foes.
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