Skinwalker – Otherworldly Patron

I made this for the forums and after a second look a few days later, I decided to put it here, too. It’s made for someone, who wanted to include the druid’s wild shape feature to the warlock class and asked the forum, what would be appropriate. So I simply made up a new subclass.

The Skinwalker

The warlock made a pact with a powerful shapeshifter or beast god, like Malar of the Forgotten Realms. This pact concentrates of attaining the ability to change into various beasts. This is much like the Moon druid subclass in many cases, but overall, this subclass is less powerful in most regards.

At 1st level you get the shapeshifter subtype and can grow either claws, fangs or a horn as a bonus action. Claws go with d4 finesse and light, the bite with d6 finesse and the horn with d8. You have proficiency with all kind of natural attacks. Additionally your beasty nature allows you to roll animal handling and charisma checks with advantage, as long as you interact with beasts.

Your pact spells could be:
1st – Beast Bond (EE Player Guide), Longstrider
2nd – Pass without Trace, Moonbeam
3rd – Bestow Curse, Nondetection
4th – Locate Creature, Greater Invisibility
5th – Commune with Nature, Reincarnate

At 3rd level you have to take a new form of a pact boon, Pact of the Beast. This will be your wildshape-kinda feature, even though it is more restricted. You can only use it once per short rest and have to spend a spell slot to do so. Otherwise it works like wildshape, even though you can use it as a bonus action (but not spend spell slots to heal yourself). And even though you should name it differently, you also get the Circle Forms.

At 6th you get the Primal Strike like a Moon Druid.

At 10th level when you’re in beastform, you have resistance to non-silvered, non-magical weapons to increase the unholiness of the shapeshifting nature. Your natural weapons also count as silvered.

At 14th level you can use your form of wild shape as often as you want, as long you have spell slots. You can even change your shape when you’re still in another.

You can add some druidic spells as invocations, like speak with animals at-will, conjure animals once per day by spending a spell slot, etc. I would choose those, who would make your warlock more like a leader of a pack or an animal master.

Since Wild Shape levels with the character, the other features aren’t too impressive, but it should be a good way to embrace the beast while remaining a warlock in all other aspects. Polymorph wasn’t added for a reason, since there is already an Eldritch Invocation for this and it should be only be usable once per day, since this spell packs a lot of power.

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Update of the cleric’s and paladin’s overviews+BG-Campaign

Like the title says, I updated the cleric’s and paladin’s overviews. I replaced the Death Spoiler with the actual Death Domain in the DMG, which got some features changed (like no more ignoring necrotic immunity) and I added the Oathbreaker.

Seriously, the only reason I could understand why those weren’t included in the PHB would be, that they weren’t ready that time.

 

When writing the wizard’s overview, I will include the Artificer Arcane Tradition, of course. This turned out to be great, since I’m in love with resource management and this Arcane Tradition makes a lot of use of it.

 

btw, we had our first Baldur’s Gate Self-Made Campaign game session yesterday and it was great. Even though I realized, that you have to change some mechanism and events from the game (since you shouldn’t expect PCs running into someone’s else houses and asking them directly, if there is something wrong), I realized by playing it, that there are a lot of mechanism in 5e, which should be included, like cartography (and proficiency with its tools) or out of combat features, which can bypass some encounters entirely.

We got to level 3 and are currently in Beregost, even though it’s much more fast paced than the game in terms of level, it does feel right in terms of power so far. Next they want to hunt the gnolls at High Hedge, before going to Nashkel to investigate the iron shortage.

News and such

I’m moving, in April I will get into the new house. So there is still a lot to do, but at least I wanted to share something…

First of all, I share some official stuff from WotC on my side, you can download them there, too, it’s totally free, but since not all of you likes to look regularly there, I just figured, I can simply upload them here, too, and you can get it, if you want.
In this case we get the first 2 instances of Unearthen Arcana, which provides pre-rulings for Eberron and a army-combat system. I guess it might be worked over after some thought there for the hard-cover variant (especially since the Eberron races only have +1 to two abilities, which is uncommon so far).

Now I’m proud to say, that I will begin a Baldur’s Gate campaign with a new party. And that means to transfer the beloved PC-game to the P&P media in 5e! I will try to transfer my campaign notes into a self-made gaming module, which can be DMed by those, who also played and love the game or if I’m a bit skilled even those, who don’t.

Of course I know, that I’m not able to make it like the game, since the companion NPCs and the playstyle does a lot for the mood. But in the end, it’s still a strong plot, a great journey and some quite great story twists, which will make this very enjoyable, especially for those, who don’t know the games or were too weak to play them.

The plan is to make a campaign with a proud numbers of the optional quests, since you can actually take some time in most cases. I’ll try to write game reports, too, but I still have two left for Tyranny of Dragons (and the campaign will go on, too), so I won’t make promises.

This is sadly all this time, with the new campaign I have a lot to do, and moving isn’t good on your time, either. Be patient and I will make the wizard’s overview, even though I will first update my paladin and cleric overview with the options of the DMG.

Warlock – Overview

Sorry for the great delay, Christmas and other stuff kept going on and on and on and so I was pretty unmotivated to do the blog. Even though I played a lot of D&D in this time and in the end have a lot of experience to share. I won’t have much free time (at least without decreasing my time playing D&D), but at least I’ll try at least one per week.

This was definitely a really big piece of work, since I had no idea how I could make it even remotely viable. But now it’s done! Wohoo, only one more to go, even though it’ll be a lot of subclasses there… dammit. As always my personal opinion and somehow I think an overview isn’t too accurate here, since the warlock class is much harder to grasp than most other classes, since there are way more ways to customize it.

This is an overview, so I’ll just categorize each class in certain categories to see how it cuts and give a personal grading. The end-grading won’t count the multiclass-strength in (for obvious reasons) and is more like an overall impression than a mathematical derivation.

Any feature in italic is from a subclass and a abbreviation will say which one (in the warlock’s case AF for the Archfey, FI for the Fiend and GO for the Great Old One). And red features means there is a flaw or a minus in said category.

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Multiclass-Strength:

  • Brings Pact Magic, which is pretty useful for high class warlocks with some levels in another spellcasting class
  • Invocations can bring some pretty nice basic effects, which will enhance the warlockish experience even with few levels up to the high tier
  • since the warlock’s features lacks in focused power and excels in power over time, you can easily balance the focused power out by taking another class
  • good combinations with every class
  • the capstone isn’t to sneer at, but you won’t find it too sad not to have it until you’re in a lengthy and really difficult dungeon crawl

Offensive:

  • Pact Magic: Some offensive potential here and depending on pact much more incoming. Especially the Eldritch Blast cantrip will be useful in that department.
  • Eldritch Invocations:
    • Agonizing Blast: Obviously more damage.
    • Devil’s Sight: Increases the chances to make damage, especially after making it harder for a lot of enemies.
    • Eldritch Spear: Increased range means more chances to make damage.
    • Lifedrinker: Obviously more damage.
    • Master of Myriad Forms: Well, sometimes you really want claws, I think.
    • Minions of Chaos: More guys to make your damage.
    • Sculptor of Flesh: Become something to increase your offense.
    • Thirsting Blade: More attacks means more damage.
    • Witch Sight: Counters these annoying illusion defensive spells, like invisibility in any form.
  • Pact Boon – Pact of the Chain: The more powerful familiars can be pretty nice, if you’re still on low-levels and cornering one guy and don’t want to waste more resources than needed. But in the end they’re still not combat material, but at least they share the functions of a normal familiar, too, like touching enemies for you.
  • Pact Boon – Pact of the Blade: Warlocks aren’t good melee characters, but this pact make them decent, like a bard. It’s less about making yourself a great combatant and more about making you more diverse. And as long as you don’t have a magical weapon as a pact weapon, you can choose the right weapon at the right time and use it, regardless of what it is.
  • Expanded Spell-list (FI): More offensive spells can make you a spell-slinger for a couple of turns. And if you know you have time for a short rest afterwards, you will make your wizard-buddy look at you with envy in terms of damage.
  • Hurl Through Hell (FI): It’s like another offensive Mystic Arcanum. Only needs to hit with an attack, so any spell with an attack roll is fair game, too.

Resource-Management:

  • Pact Magic: Spell slots which will be regained after every short rest! Cool!
  • Mystic Arcanum: These don’t use up your spell slots, even though they’re powerful. A nice exception of the rule.
  • Eldritch Master: Nice to have, since it shortens the time to regain spell slots once a day.
  • Pact Features (AF, FI, GO): Most of them are regained at a short rest or at-will, so you can use them without too much worry.
  • Pact Magic: Too less spell slots for situations, when you want to cast as much great spells as possible. And even with regaining those slots after a short rest, it’ll slow down the exploration phases, if you’re the only caster with utility spells, which consumes the resource ‘time’.
  • Mystic Arcanum: This red is only compared to other main-spellcasters, since you end up with less high-level spells and can’t use higher spell slots to empower them.

Support:

  • Pact Magic: Not the best spell list for this kind of work, even though the Archfey brings some neat spells and invocations can bring others.
  • Eldritch Invocations:
    • Bewitching Whispers: Less enemies to worry about and more allies for all kind of usage.
    • Chains of Carcer: Lessen the enemies (even though only special types) for a round or two.
    • Dreadful Word: Another one which will decrease your enemies.
    • Mire the Mind: A genuine debuff.
    • Otherwordly Leap: Increasing your jumping distance is a standard way in dungeons to get these hovering bastards, like Flameskulls.
    • Repelling Blast: Push those enemies to the tank, which will save your back line some trouble.
    • Sculptor of Flesh: Make one enemy into a beaver, so he won’t do much until the spell ends.
    • Sign of Ill Omen: Debuff are as good as buffs and with less enemies even better.
    • Thief of Five Fates: Another debuff.
    • Witch Sight: Even if your allies can’t use it, you can at least tell them.
  • Expanded Spell-list (AF): The Archfey makes it possible to learn some support and avoiding fights entirely with the Sleep spell at low levels.
  • Hurl Through Hell (FI): Sometimes an enemy brings a mean aura or another nasty effect. With this you can at least get one round of breather.

Survivability:

  • Pact Magic: Some defensive buffs and temporary hit points here, plus some debuffs. Nothing too directly and some of the greatest defenive buffs are missing in this spell list.
  • Eldritch Invocations:
    • Armor of Shadows: Mage armor without spell slots on yourself? Be prepared 24/7!
    • Ascendant Step: Good for melee only opponents which can’t reach that high.
    • Bewitching Whispers: Make one enemy into a friend.
    • Chains of Carceri: Hold that one fiend, fey or celestial which want to slam you.
    • Eldritch Spear: Keep your distance to the danger as long as possible.
    • Fiendish Vigor: Gives you practically additional hp.
    • Mask of Many Faces: Sometimes your best bet is to take the form of an enemy, like a city guard, to survive.
    • Master of Myriad Forms: Aquatic adaptation safes lifes. And of course the ‘look like an enemy’ thing.
    • Minions of Chaos: Have something between you and your doom.
    • Mire the Mind: The slower the opponent, the faster you get away.
    • One with Shadows: Vanish if you’re not needed and there are shadows nearby, which is pretty often the case.
    • Otherwordly Leap: If you can jump over something the enemy can’t, you win. And of course you can position yourself in the first place somewhere much harder to attack.
    • Repelling Blast: Especially useful with multiple Eldritch Blasts: Push them back and move back afterwards for maximum use.
    • Sculptor of Flesh: Be either a spider, rat or bird to run away or beef up as a T-Rex!
    • Sign or Ill Omen: Disadvantage with attack rolls against you? Bought!
    • Thief of Five Fates: At least some protection… even though it’s minor.
    • Witch Sight: Those invisible ambushers will have a harder time to ambush. Invisible.
  • Fey Presence (AF): Even though charm and frightened aren’t the best debuffs, you can count on it to keep you safe versus a lot of trouble. Except undead and dragons.
  • Misty Escape (AF): Get damage once, be sure to survive afterwards. Teleport and invisible at the same time are two great ways to mitigate further damage.
  • Beguiling Defenses (AF): While you love to charm, you hate being charmed. And not only being immune to it but to redirect it back to the sender is a very nice thing to do.
  • Dark Delirium (AF): Only one opponent and again it becomes charmed/frightened, but in this version, the enemy is practically out of combat until it breaks.
  • Dark One’s Blessing (FI): Killing stuff and getting temporary hit points. Since temporary hit points are as good as normal hit points when taking damage, you’ll like them.
  • Dark One’s Own Luck (FI): Since it only applies to ability checks and saving throws, you will most likely use it in life-threatening situations.
  • Fiendish Resilience (FI): Since you can choose the type, you can practically prepare after every short rest for the next fights. Oh, there is a green dragon out there? I should better take a poison resistance. And even for bludgeoning, piercing or slashing damage it’s great, since silver or magic weapons aren’t too common.
  • Hurl Through Hell (FI): Use it to single out the most annoying enemy and send it away for a round.
  • Entropic Ward (GO): Even though it gives you advantage on one attack roll if it succeeds, the warlock doesn’t have a real damaging spell, which relies on an attack roll. So just use it for the disadvantage for one enemy attack.
  • Thought Shield (GO): If you ever find yourself in the Underdark, you will love this ability. Resistance to psychic damage and to share the rest is a great way to combat aberrations on an even ground and of course illusions will hurt less.
  • Armor Proficiency: Only light armor, which is better than no armor, but since Dexterity isn’t a main ability, you’ll feel the difference in AC.

Utility:

  • Pact Magic: A decent amount of utility spells in this list and the pacts adds some more. It misses the sheer amount of the wizard, but brings some overall useful stuff. And misses long range teleportation spells entirely.
  • Eldritch Invocations:
    • Ascendant Step: Levitate to places you won’t reach otherwise.
    • Beast Speech: Talk to pets and other animals to gather information.
    • Beguiling Influence: More Skill Proficiencies!
    • Bewitching Whispers: Compulsion can do that much.
    • Book of Ancient Secrets: Make your average warlock to a above average dungeon crawler by adding rituals to the mix. From any list.
    • Devil’s Sight: The better darkvision will make you a great scout… at least that’s what your party will think.
    • Eldritch Sight: At will Detect Magic without using 10 minutes for a ritual cast. You will love it.
    • Eyes of the Rune Keeper: Your DM will hate you for this, since ancient writings aren’t supposed to be read. But at least you can read any message your enemy left behind. At least unless the bloody mess made it unreadable.
    • Gaze of Two Minds: Scout ahead with two people… kinda. And of course to make an ambush and time it just right, while hiding somewhere your enemy will never see you.
    • Mask of Many Faces: Look like any humanoid you want. Like the townmaster!
    • Master of Myriad Forms: Be any humanoid you want. Like the king, after kidnapping him.
    • Misty Visions: Minor illusion for maximum usage outside of combat.
    • One with Shadows: Infiltration succeeds.
    • Otherwordly Leap: Jump to places you won’t reach without using resources.
    • Repelling Blast: You can push objects around and that makes it useful.
    • Sculptor of Flesh: Polymorph Shenanigans makes great exploration experience.
    • Visions of the Distant Realms: Like Eldritch Sight, only better. And the need for a higher warlock level.
    • Voice of the Chain Master: If you want to talk with someone without being there.
    • Whisper of the Grave: Dead people can tell you a lot. Especially concerning their deads.
    • Witch Sight: This is not the king, but a shapeshifter!
  • Pact Boon – Pact of the Chain: With a familiar with several special abilities, dungeoneering and some urban strategies becomes much easier. Having an imp go invisible to follow a goon back to headquarters to get the whole band? Easy!
  • Pact Boon – Pact of the Tome: Of course it depends partly on the cantrips, but since most cantrips are meant to be useful, I didn’t saw the need to put it in other categories. But the real power of this feature is due the Book of Ancient Secrets Invocation, which enhances your utility tenfold.
  • Fey Presence (AF): You know, you can choose the effect to make a conversation go more smoothly?
  • Dark Delirium (AF): If you want to let a guard being less on guard, don’t use drugs but dreams!
  • Dark One’s Own Luck (FI): If you have that one ability check which would fail otherwise, you can use this feature after seeing the result to correct it. If you’re lucky enough.
  • Expanded Spell-list (GO): Even though the new spell selection is very versatile, the most interesting options are in the utility-department, like detect thoughts.
  • Awakened Mind (GO): Telepathy at-will, even if you don’t share a language. Great ability, which have a lot of possibilities, the best part is the fact, that you can organize the party in a silent manner. Or use it to deceive someone or at least get the attention.
  • Create Thrall (GO): Only for humanoid targets, but if you ever need a spy, you can simply make you one. But only charmed, so it’s still less than a total control.

Grading:

Multiclass: Fantastic
Offense: Good to Great (FI)
Resource Management: Great
Support: Bad
Survivability: Decent to Good (AF, FI)
Utility: Good to Great (GO)

Overall: Good

Multiclass warlocks are pretty common in the forums, mostly because you can grasp some really nice features with only a few warlock levels when focusing on another class or instead take a few level in another class, to enhance your warlock build. This is possible, since the warlock class is much more customizable than your average class, so the customize option ‘multiclass’ just add to that strength.

One of the strengths of the warlock are the Invocations, which enhances any category you feel is lacking, but at the same time every warlock have one problem: The power of the moment. Without short rests a warlock lacks a lot of power, since he have less resources but it’s easier to regain those. So for short and hard encounters the warlock loses out against every other class, while on a long adventuring day with the common 3 short rests, he will be at least reliable and at the end have more spells left than the other arcane casters.

But first you need to get to this point, since other classes lacks the means to regain resources early in the game and you don’t want to go on an adventure, while your companions hit rock bottom of their power.  So at the start you will be underwhelming, then you become reliable and in the end it all comes down how well you build up your warlock.

I suggest the warlock class for everyone who likes having options and not too specialized. For those who wants options and be specialized, I suggest a warlock-multiclassing, which are very common these days as ideas on the forums. You can combine the warlock with any other class to make it work better in one department.

 

The wizard’s overview will have to wait, since I never got the chance to speak about the other books and want to finish the game reports of the Tyranny of Dragons campaign I’m mastering. Even though we didn’t get that far there, sadly.

Ranger Variant (without spells)

Since it came up in the wizard forum, I made a ranger variant without spells. Even though it will most likely be less powerful, it should do the job.

Additional Tool Proficiency: Traps (for setting up an complicated trap, craft a trap, hiding a trap, etc.)

Use this table instead the normal one for class traits

1st: Fighting Style, Favored Enemy
2nd: Natural Explorer, Hunter’s Action (use a Bonus Action to either disengage or set up a trap)
3rd: Ranger Archetype, Primeval Awareness (WIS-mod per day, at minimum length)
4th: Ability Score Improvement
5th: Extra Attack
6th: Favored Enemy Improvement, Skill Expertise (three skills/tools [traps would be tools, too])
7th: Ranger Archetype Feature
8th: Natural Explorer Improvement, Ability Score Improvement
9th: Land Stride, Expert Trapper (add your prof bonus on DC of traps you’re setting)
10th: Ability Score Improvement, Favored Enemy Improvement
11th: Ranger Archetype Feature
12th: Ability Score Improvement
13th: Hide in Plain Sight, Natural Explorer Improvement
14th: Favored Enemy Improvement, Vanish
15th: Ranger Archetype Feature
16th: Ability Score Improvement
17th: Favored Enemy Improvement, Natural Explorer Improvement
18th: Feral Senses
19th: Ability Score Improvement
20th: Foe Slayer

Differences:

  • Some features changed their level, to keep the power-gain per level in check
  • Hunter’s Action added at 2nd level, a variety of the Cunning Action of the Rogue
  • Primeval Awareness got (since lacking spell slots) a per day use of the ranger’s WIS mod at the minimum length
  • Skill Expertise at 6th level, since this build have some trap synergy (if you don’t have magic, go mechanical!), player gets reminded, that you could possibly say traps are tools in a sense (which got already mentioned in the tool proficiency)
  • Expert Trapper added at 9th level, which makes even mundane traps pretty dangerous
  • an additional Ability Score improvement at 10th level
  • 5 favored enemy and 4 natural explorer overall, to increase the variety of the ranger and keep it ranger-like without too much trouble

This build suffers in the damage department of a damage focused normal ranger and even don’t have that much utility to boast around, if you consider all the possible spells which would be possible. But since spells are harder to grasp in power-level and ranger’s and that good spellcasters, I personally think the use of at-will features which will come handy every time and more specific features which doesn’t use up any resources. Especially increasing favored enemies and natural explorer makes it much more reliable, since you got a broader array of choices and more favored enemies enhances the foe slayer capstone.

Short today, won’t probably get to the warlock overview until Monday, since I got some gamedays before me (even though I try).

What makes the warlock different?

I already said, that the warlock is an entirely different class than any other. That mean, while you can somehow categorize the other classes into some generic groups (like fighter, paladin, barbarian as the front-liners, ranger and rogue as the skirmishers/artillery, bard, cleric and druid as the support/healer and sorcerer and wizard as the arcane support/blasting), the warlock might be everything and none to it.

The basic of this view follows the fact, that the warlock uses a lot of unique mechanism, while other classes has some very basic commonalities, like Extra Attack for the weapon based, spellcasting trait, etc. So this means, that despite all differences, you can get a bit of insight what these class are supposed to do.

The warlock is supposed to be a main-caster in a way, but lacks spellcasting. He uses Pact Magic, which is quite different. He isn’t as squishy as a standard wizard/sorcerer, but have the basic defense capabilities of a rogue. And with the Invocation mechanism, he can be pretty well customized on a basic level (means there will never be need for a new kind of subclasses, which would replace standard features like Pathfinder archetypes do), be it in focusing on damage, utility, spellpower or other departments.

And of course he has practically 2 subclasses, one pact which would be the real subclass and the pact boon, which doesn’t have anything to do with the pact in the first place, but will affect many builds as much if not more than the choice of fey, fiend or great old.

This makes the options of customization fourfold: Known spells, Invocations, subclass, Pact Boon. A fey warlock with the pact blade will feel much different than one with the pact tome, since the focused went from enhanced weapon damage (and the utility to use the weapon you want unless you got another item bounded) to utility-magic focused type, even though both excels in mind-affecting and tricky spells. And if you would change to the pact of the fiend instead, you got your weapon plus a bunch of offensive potential.

 

So even when writing my overview I just get the feeling, I can’t really pin down this class as good as others. Even though the cleric is problematic, since his domain will give him a huge jump and change the class focus for a great mileage, the warlock is just more complicated. And if you get into feats and other non-class dependent customization, you can do about anything with this class, even though it might not excel in it. But if a warlock would be a better fighter than the fighter, I would definitely complain about it.

But for most people who are looking forward or have already fun playing a warlock, this variety might be exactly the reason why to. Personally, I’d like to play a fey pact blade warlock, combining a charming personality, swashbuckling and a bit of useful spells, even consider to not take Eldritch Blast as a cantrip or even if I do, to ignore the Agonizing Blast Invocation, since there are so many other nice ones there.

Sorcerer – Overview

Been a while, but now it’s time for another overview and now’s the sorcerer’s turn. I already made some posts about this class, since it fascinates me in this edition for the first time. So let’s get to it.

This is an overview, so I’ll just categorize each class in certain categories to see how it cuts and give a personal grading. The end-grading won’t count the multiclass-strength in (for obvious reasons) and is more like an overall impression than a mathematical derivation.

Any feature in italic is from a subclass and a abbreviation will say which one (in the sorcerer’s case DB for Draconic Bloodline and WM for Wild Magic). And red features means there is a flaw or a minus in said category.

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Multiclass-Strength:

  • Full level for casters
  • a lot of cantrips, especially at lower levels
  • even few levels can bring some serious spellcasting action, since it brings you Metamagic and Sorcery Points (SP), which functions even with non-sorcerer spells. Twinned Cure Wounds? Splendid! Even though you need some levels to attain enough SP to wield this power without drying out too fast
  • Even though the other features are nice, you might consider to not dabbed too much into or outo the sorcerer class, since you want either enough SP to spend or on the other side the better overall spell potencial of another spellcasting class
  • outside a rogue, a non-spellcasting/-subclass class doesn’t really make the cut here (rogues can use the DB quite efficiently and some metamagics are pretty useful for a rogue (especially the Arcane Trickster) who wants to dabble into magic (more).
  • the capstone is ignorable

Offensive:

  • Spellcasting: The offensive potential of the sorcerer’s spellist is horrendous and he get some really juicy spells, even though no sorcerer-only ones.
  • Metamagic (Distant Spell): More range means an earlier attack.
  • Metamagic (Empowered Spell): Great for re-rolling those 1s and 2s!
  • Metamagic (Heightened Spell): Save for half/no damage? Disadvantage on save!
  • Metamagic (Quickened Spell): Spell-sling a cantrip after a now bonus action spell. Or use Witch Bolt/Sun Beam and use an action to fire another one at the same turn.
  • Metamagic (Subtle Spell): Hard to deny, that your enemies won’t be surprised, if you pull that off while hiding.
  • Metamagic (Twinned Spell): Strike more targets!
  • Elemental Affinity (DB): Get some bonus damage to your dragon element.
  • Dragon Wings (DB): If the front is too loaded, target those spell-casters from above!
  • Wild Magic Surge (WM): A lot of options allows you to either increase your damage that round.
  • Tides of Chaos (WM): Useful when casting attack spells.
  • Bend Luck (WM): Saved by the point? Minus 1d4!
  • Spell Bombardment (WM): More damage, as long your dice rolls don’t suck too hard.
  • Weapon Proficiency: Like a wizard this edition and the wizard’s choice is pretty bad. Good that you’ll never use weapons at a certain point (most likely 5th level with cantrip damage increase), but until then, DEX-bonus to damage can be more viable to kill kobolds than a 1-X damage value.

Resource-Management:

  • Spellcasting: Mostly a heolp to manage your hit points and such better, not that strong in the ranger’s case.
  • Font of Magic: You get a way to create spell-slots on the fly and get SP back, if needed. So if you ever get the feeling, that you rather need more SP than spells (like in the obvious boss fight, were you won’t be able to burn all those and rather wants to kick some asses with your last spells), you can decide to transform then. Right now, without much delay!
  • Metamagic (Empowered Spell): Use SP efficiently and make your spells more worth! If your damage sucked on a spell, spend a SP afterwards to re-roll only the bad dice (up to your CHA-mod).
  • Metamagic (Extended Spell): Useful if you’re either going into a long encounter (like boss fights), where your 1 minute buffs will wear of during the fight or if you can see reinforcements or a whole second encounter shortly behind coming. Or for exploration stuff.
  • Metamagic (Heightened Spell): Do you need the remorse you feel, when wasting a high level spell, because a save? Make it more unlikely!
  • Metamagic (Quickened Spell): If you need your action otherwise (like for running away, while wanting to obstruct your foes), this will make some nice action management.
  • Metamagic (Twinned Spell): One action for targeting two people with the same spell and using less SP than creating spell slots with Font of Magic (and even higher than 5th level).
  • Sorcerous Restoration: Some SP-regaining after a short rest, useful (since you should consider 2 short rests per day, so 8 SP), but lacking compared to other capstones.
  • Draconic Resilience (DB): Who needs Mage Armor?!
  • Tides of Chaos (WM): Important attack spell you need delivered and don’t have inspiration? Here is your insurance!
  • Wild Magic Surge (WM): Ways to recover resources! If you only could control it…
  • Bend Luck (WM): Use it after the roll to decide how useful it’ll be. And it will save all kind of resources in any situation where it can actually change the outcome.
  • Controlled Chaos (WM): Choose the better result and save or regain resources on the way.
  • Font of Magic: Just a minor one, bonus action for this can be sometimes tricky, especially if you want to quicken it or have other stuff to do with your only once per turn bonus action.

Support:

  • Spellcasting: A nice combinations of debuffs, buffs and other stuff helps much here.
  • Metamagic (Careful Spell): Works on every spell which won’t discriminate between allies and foes. Like Circle of Death (for half damage at least) or some of the cool controlling spells, like Fear.
  • Metamagic (Heightened Spell): Deliver your debuffs more reliable, spells like Slow will be terrifying this way.
  • Metamagic (Twinned Spell): You realize, that you can haste now two allies at the same time? Concentration spells will work so much better!
  • Draconic Presence (DB): Debuff your enemies in decent range.
  • Bend Luck (WM): Buff or debuff. That is the question!

Survivability:

  • Spellcasting: Some protection potential here and even spells which allows you to be a very annoying target, like Mirror Images.
  • Metamagic (Distant Spell): Staying some feet away can really, really help and even those touch spells can be delivered at 30ft now!
  • Metamagic (Subtle Spell): If the enemy doesn’t see you casting, there is less reason to think, that you’re a sorcerer.
  • Draconic Resilience (DB): Hit Point increase is almost as good as getting a higher hit die and higher AC will always be useful.
  • Elemental Affinity (DB): Get some resistance vs. your dragon element!
  • Dragon Wings (DB): Flying over your opponents makes you a hard target vs. melees and an easy one for ranges and spell-slinger. But since you can decide to fly and position yourself much better this way, this will definitely come in handy.
  • Draconic Presence (DB): Those who failed the save won’t attack you anymore when charmed and will have a lot of problems if frightened.
  • Tides of Chaos (WM): You want advantage if your life is on the line and often saves and ability checks might be that roll to decide that.
  • Bend Luck (WM): Better to lower that attack roll, which would most likely obliterate you.
  • Hit points: With the lowest Hit Die (d6), the sorcerer is pretty squishy, which will show over the course of levels.
  • Armor Proficiency: None.
  • Wild Magic Surge (WM): Tiny chance to fireball your 1st level party to death.

Utility:

  • Spellcasting: At least the basic utility you need is covered, even though not as convenient as others. At least if you remember to take some of your limited known spells for this. And a good amount of cantrips.
  • Metamagic (Subtle Spell): Charm a person without any forewarning. Ghost Sound while being talked to, to get a distraction. As long as you only need V and S components, you can spell people without them noticing!
  • Dragon Ancestor (DB): Double proficiency bonus (if you are trained in this skill/tool) to CHA-checks to talk with dragons and draconic as language? Since dragons tends to be a bit powerful, ways to talk you out are pretty sweet.
  • Dragon Wings (DB): If you can move on the z-axis, you can explore and do much more.
  • Draconic Presence (DB): Charmed people are a lot easier to talk to and won’t attack you.
  • Controlled Chaos (WM): Even though Wild Surge doesn’t increase your utility per se, this one makes it more useful at least.
  • Spellcasting: Too less known spells for being too useful in this department.
  • Dragon Ancestor (DB): Since fire is the best choice in synergy with the traits of this subclass and poison and acid are simply bad choices, you will wait until some new spells come out to make these doable choices.
  • Wild Magic Surge (WM): Unpredictable, so you can’t count on it, even though there are many good effects there.

Grading:

Multiclass: Great
Offense: Great
Resource Management: Great
Support: Good
Survivability: Bad (WM) to Decent (DB)
Utility: Decent

Overall: Good

As multiclass option for casters, sorcerer is most likely the best choice, bringing the cool metamagics into your other class.

But the sorcerer as a pure class is one, which relies on a good offense potential (even though not necessarily a lot of offense spells) and much more important: To make every action and spell more worth due the use of metamagics over the course and using unused spell-slots to get more SP again. As long as you can manage your resources, the sorcerer will be an overwhelming battery of arcane power, which can adapt the spell potential and prowess to the given situation.

I guess the survivability might be a bit higher, but it really depends which spells are selected and used and which metamagics you have. With Quickened Spells you can buff yourself while firing cantrips to avoid combats, where your buffs takes too much time to make yourself useful, but of you select only one buff as insurance, bad/decent is pretty true. Other classes do just better in this.

What hurts the sorcerer is the fact, that he has the least utility out of all full casters spell-wise (and even the ranger is more broad imo), even though he can learn the most basics arcane utility spells (like teleport, fly, etc.), his selection of spells are limited, not only in known spells, but in learnable spells, too.

If you’re smart, the sorcerer can be a great character, like using Twinned Spells to buff your allies, which might be more useful than just fingering two people to death, erm, meant use Finger of Death on two targets. And even though Wild Magic brings a bit of unpredictability into the game, the Surge table brings some of the best effects you can get, while only few of them are outright horrible (and most will lose some effectiveness, if you can either metamagic them [Careful Spell!!!] or have some hit points to endure them at least).

Not too sure, if I can get around another overview (or any post) tomorrow, but we’ll see.