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Review – Three Sorcerous Arts for D&D 5E

21 April, 2017

Three Sorcerous Arts: Three Sorcerous Origins for Firth Edition provides some excellent options for sorcerers in 5E and expands the range of choices for that class.  Everything seems well balanced and if you like playing sorcerer, or using them as rivals to the players, give this product a look.

Three Sorcerous Arts: Three Sorcerous Origins for Firth Edition for Firth Edition by Brandes Stoddard and published by Tribality Publishing is just that, three new Sorcerers’ origins (or bloodlines as they would have been called in some other sources) and some supporting magic items.  The layout is clear with thematic color photographs for illustrations.

After a very brief introduction to the product, it presents Royal Sorcery, the blood of queens and kings flows through you and imbues your magic.  Royal Sorcery provides an interesting mix of increased combat abilities, ally support and Charisma tricks which some payers will delight in, especially though that like to take a leadership role in a game.

Tidal Sorcery is, naturally, tied to the sea and if you want to play an underwater campaign, convince some of your players to take this origin; while they are far from useless inland, they shine in, or under, the sea.

The third origin is Winter Sorcery, the fae touched magic of frost and cold, which does mostly what you would expect with some nice weaving in of the fae’s ability to charm when dealing with creatures who are otherwise not much damaged by cold.  The18th level capstone ability, Master of the Frost, gives the ability to impose additional conditions but lacks a note of when those conditions end (I would say a save at the end of each of the target’s actions to shake them off, but clarification would be nice).

Lastly, there are seven new magic items several of which are only for spell casters of various type but just one is a sorcerer only item, though several get attritional benefit when used by particular type or sorcerer (and a few others).  These items are all quite potent and worthy of being the end result of quests or major victories.

A solid addition to the options for sorcerers, and other spell-casters when the magic items are included, except for the one concern above (easily fixed) I would have no problem with allowing any of these in my campaign.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.  Also, Brandes is a friend of mine and one of the players in my original Sea of Stars campaign, but I like to think that did not influence this review.  Additionally, the link is an affiliate link and will earn me a pittance if you purchase something through it.

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