Attributes for a Sorc

Post/Author/DateTimePost
#1

Tovenar

Dec 26, 2014 7:20:00

Hello! Long time lurker, first time poster, wanna-be optimizer, been playing since 3.5, love the game!

 

Here's the SitRep, we are about to start HotDQ.  We are doing a 33 point buy with 16's allowed (cost the same as a 14 or 15).

 

Ie, you could have 16/16/16/8/8/8 or something else that brings those 8's up and lowers the 16's.

 

I'm making a rather dapper Half-Elf Sorcerer who grew up as an urchin on the streets of Baldur’s gate, having found the barely alive body of his new best friend, Jim-Dank the Pirate Barbarian Half-Orc (Other half is dragonborn), his sorcerous powers have awakened and he has realized he was once one of Bahamuts personnel guard of Golden Dragon Canary's who is being taught a lesson for his arrogance. (That bond is from the HotDQ).

 

My idea for his stats would be,

 

8/16+1/16+1/8/10/18 then at boost grab +1 to con and dex to give e pretty beefy sorc. Then later 20 cha and feats

 

The other option I’m considering is,

 

8/15+1/15+1/10/12/18 then at boost grab +2 cha and then go for feats after that.

 

Any ideas for optimal attributes?  Different options are welcome.  Thank you for your considerations!

#2

Yunru

Dec 26, 2014 7:27:45
What do you want to do? Regardless, 18 in Cha. I'd suggest 17 in Dex and Con. If you want to gish (Sorcerers are very good at gishing), raise dex and con to 18 first. If you'd rather spellblast, Cha to 20.
(Reply to #2)

Tovenar

Yunru wrote:
#4

Yunru

Dec 26, 2014 8:28:17
Sorcerer 6/Warlock 5. For the first five levels you simply play as normal. Come level six you can convert all your first and second level spells into Sorcery Points, and all your points into 3rd level spell slots. Then you can cast Haste in each battle. Enjoy weapon attacks with the action Haste provides and cast spells with you normal action. Also increases your AC and speed. Warlock basically gives you spells to cast (plus Eldritch Blast as a fallback), although once you hit level 5 it provides all the spell slots you need for Haste, freeing up your Sorcerer spell slots.

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Alternatively you can do the "beam spam" Sorce'lock. Sorcerer 3/Warlock 2. Use Darkness on yourself every battle to, in combination with Devil's Sight, get advantage on every attack roll and then just blast away eith Eldritch Blast and Scorching Rays.

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In either case, with both Scorching Ray and Fireball, you should be set for both low and high number of targets.
(Reply to #4)

Tovenar

Yunru wrote:
#6

Tovenar

Dec 26, 2014 8:32:07

Reading more into sorc and warlock and how they interact.  So would the idea be take a bunch of short rests to start the day off/ as needed and accumulate 3rd level slots? taking advatange of the locks gets back spell slots on a short rest and the sorcs spell point conversion ability?

#7

Yunru

Dec 26, 2014 8:40:13
Before you reach Warlock 5 the Pact Magic spell slots are just a nice extra. Once you reach Warlock 5, you use the Pact Magic slots to cast Haste. Or with the spellblaster, it's simply either more spell slots or a better version of the Sorcerer's capstone.

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Basically Sorcerer 6 can reliably sustain Haste every encounter. As could Warlock 5, but Warlocks don't get Haste on their spell list. So for levels 1-5 you're a normal spell/weapon user. At 6 you're a cantrip+weapon thrower. At 7-10 you can ocassionally throw in a leveled spell. At 11 Warlock spell slots take care of Haste and you can cast leveled spells with your Sorcerer spell slots, again with a weapon attack atop thanks to Haste.
#8

Tovenar

Dec 26, 2014 8:52:50

So Sorc to 6. Lock to 11. It's fun because it doesnt require any early fiddling and will allow me to get used to the sorc before I start throwing in multi-class complications. (Im generally the healer or beefy armor dude, or both).  This is my first time time plating an arcane spell caster.

 

Also gives me some time to consider what kind of lock I'll be using.  Although blade def wont work as there is no reliable way to get that pact weapon back in my hand after I throw it.  Archfey looks great for the charm/tele/spells and tome or chain are likely candidates for a pact.  Depending on if I want to throw in some utilitarian spells or use some cheesy imp familiar abilities.  

 

hmmm hmmm! SO much to consider!  Thank you for opening my mind to a gish!

#9

Yunru

Dec 26, 2014 8:57:52
If you want my personal preference, I tend towards Sorcerer 3/Warlock 2/Sorcerer 14. That way I get my wings at 16 and I can spam SR and EB from Darkness all day.
#10

Tovenar

Dec 26, 2014 9:07:54

Yup that works for sure too.  Eb is locks bolt.  SR is scorching ray?  And is your lock slot used to hex? or is it powering sorc points? (ie lock spell are w/e and dont impact build much).  Invocations are Devil's sights and agonizing blast I guess?

#11

Yunru

Dec 26, 2014 9:11:31
Yeah, tend to use Warlock slots as a primitive Sorcerer capstone. Basically guessed everything correctly.
#12

Tovenar

Dec 26, 2014 9:59:44

Probably go with 8/16/16/10/12/18 then.  As my first +att will be delayed so I'll want it going to CHA not dex/con.  Boosted wis will be good for perception and avoiding those pesky be wise or suck  saves.

 

Nice, I like the way this guy is looking in my head!