So, I would say that an Amulet of Magic Armor with 3 charges (because the day has 24 hours) would be uncommon, would not require attunement, and the spell would be canceled if the amulet is removed (this way people will not use the amulet like a drug syringe).That's basically my take on it. That might cover you to our next level up, where it won't hurt as much to burn a known spell slot on Mage Armor.īoth the Wand of Magic Missile and Wand of Web are Uncommon Magic Items, and, with the Wand of Magic Missile you can expend all the charges to cast Magic Missile at 8th level that would deal an average of 35 Force Damage with no attack roll or saving throw, and the Wand of Web lets you cast the Web Spell (that is really good) with DC 15 (wich is decent for the level that you can get one) 7 times in the same day. Going by DMSRP, 10 commons runs as much as an uncommon. I suppose your other option is to ask how many "common" magic items can you get in place of an uncommon, and stock up on Mage Armor scrolls. The fact that the restricted usability happens to include this specific user is not a factor on determining item rarity, though it may be one of in-game balance (i.e. Taking it as an amulet, or any other item (I'm a fan of enchanted robes and force field belts), with less than 24 hour duration (1 or 2) should be in-bounds for uncommon. So an extra +1 AC (better), on an item that has a must-be-activated, time-limited effect (worse), only usable by a more restricted group of users (worse), and doesn't stack with unarmored defense options (worse). maybe mage armor depending on where the "is it armor or no" rules stand), always on, and requires attunement. +2 to AC to any unarmored character (so it stacks with Unarmored Defense - monks, barbarians, a variety of sorcerers, lizardfolk. Attunement by caster only, with limited uses? probably fits as uncommon.īracers of defense are rare. Requires attunement.Ĭomparing upward, an item that casts Mage Armor, self only, requiring attunement is in the neighborhood. Gloves of swimming and climbing are uncommon, do the same thing as the potion (roughly), and adds swimming, and is always on. The bracers are superior because they add a bonus to your calculation, rather than providing a new calculation.Ī scroll of Mage Armor is a one shot, common magic item, only usable by Wizards and Sorcerers (and EKs and ATs).Ī potion of climbing is also a one shot, common magic item, usable by anyone. Mage armor is not better than the bracers of defense. So Bladesingers 13 + DEX + INT +2 (bracers of defense) they can also get even crazier with +2 from haste, and unlimited shield at 18th level for an additional +5) are even harder to hit, Arcane Tricksters with Mage Armor cast, DEX-based Eldritch Knights with mage armor. However, it also benefits anyone who uses mage armor. +2 AC while you are wearing no armor and not wielding a shield.īarbarians, Monks, Draconic Sorcerers, and Stone Sorcerers benefit from it, since by default they are unarmored. The exception is with Barbarians, Monks, and Stone Sorcerers.Looking at the bracers of defense:
If you have equal dex mods the mage armor comes out 1 point ahead. Mage Armor is better than the +2 Bracers. It isn't about the replication but about how powerful it is in relation to other magic items.
Rule of Sorcerer: You aren't going to be able to do everything, you can do a lot, but you aren't a wizard or like other full casters.
Pick up Firebolt, Shocking Grasp, and Sacred Flame plus two utility cantrips.Īt level 4 you gain an additional spell known. Your single target damage will come from cantrips. You are also trying to cram too much into a low level caster. It's like you are trying to play a Wizard but by choosing a Sorcerer. You are trying to do too much with the Sorcerer, pick a focus and stick with that focus. Get a magic item that is going to expand your options or be cool, don't waste it on mage armor. If it really is a problem, magic initiate is the solution. And taking maybe Shatter next to have an AoE.You aren't "giving up" anything if you are getting something you feel you need.
Thinking Hold Person or Guiding Bolt, personally. Still not 100% perfect, but it absolutely helps. See the issue? By eliminating the need for Mage Armor but keeping its effect, I can get one debuff or damage spell.
Haven't touched any damage spells, let alone AoE, or any debuff or control spells. To have 25% of my spells known taken up by Mage Armor sucks. At level 3, as a new Favored Soul, I only know 4 spells.