I currently have a level 4 path of wild magic barbarian. The DM said that we are leveling up and we can do that in between sessions and I want to take a level of wild magic sorcerer because it’s funny and makes perfect sense with my backstory. I have a few questions though on what spells to take and how to play it as I have high strength and con but only a 10 in charisma.
Your DM would have to allow you to ignore the multiclassing rules, as they require you to have at least a 13 in STR and CHA to multiclass between these two classes.
If your DM does allow that and you're set on taking a level of Sorcerer now, then I'd recommend spells which don't require an attack roll or saving throw. In other words, utility and buff spells. Though, personally, I'd wait until you've at least reached Barbarian 5 for Extra Attack first.
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The main issue is the whole rage-spellcasting dilemma. Every time you rage, you will end up dispelling any concentration spells you have up, and you will not be able to cast any further spells until your rage ends.
If you could somehow hunt down a magic item that eliminates this, or convince your DM to scratch off this rule, that would make the build much more versatile.
The main issue is the whole rage-spellcasting dilemma. Every time you rage, you will end up dispelling any concentration spells you have up, and you will not be able to cast any further spells until your rage ends.
There are some spells with durations that don't require concentration, but it's a pretty limited selection for a Barbarian main; for a Barbarian/Sorcerer multiclass I'd personally avoid concentration spells except for those that give good out of combat utility.
I did actually play a sorcerer that took a few levels in Barbarian, but I wasn't considering optimisation at all for that, it was to represent a loss of control so actually it interrupting spellcasting was fully appropriate; if they got backed into a corner they would just go berserk (figuratively, I only got to 2nd-level in Barbarian) and used "claws" (a little homebrew, basically just a pair of daggers that couldn't be thrown or dropped).
I had fun with it, but it was very much for story purposes. If you want to stay competitive then spell selection will be tricky; in terms of combat spells I'd probably look more for instantaneous spells you can cast in a first round to soften enemies up a bit before you initiate Rage and get stuck in?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I would homebrew a third-caster barbarian subclass that explicitly removes the casting restrictions during a rage. I've done so, myself, and find it quite fun.
I currently have a level 4 path of wild magic barbarian. The DM said that we are leveling up and we can do that in between sessions and I want to take a level of wild magic sorcerer because it’s funny and makes perfect sense with my backstory. I have a few questions though on what spells to take and how to play it as I have high strength and con but only a 10 in charisma.
The subclass you chose was basically created to fill the concept of "barbarian with wild magic sorcerer flavor" because people love the concept but multiclassing these two classes is generally a very bad idea.
With a 10 CHA, you will be a very bad sorcerer. You need to break the rules just to take the multiclass in the first place. And you will have very few spells to trigger your wild magic feature. And your teammates might not find the joke as funny as you do when you give up getting Extra Attacks (making you much less effective at your primary job) and then you roll a Wild Magic fireball on their heads.
I would very seriously consider what this multiclass would offer you backstory-wise that you don't already get from your subclass, aside from the ability to sabotage your allies. Your body is already coursing with wild magic, you just manifest it differently than a sorcerer.
I currently have a level 4 path of wild magic barbarian. The DM said that we are leveling up and we can do that in between sessions and I want to take a level of wild magic sorcerer because it’s funny and makes perfect sense with my backstory. I have a few questions though on what spells to take and how to play it as I have high strength and con but only a 10 in charisma.
I would grab a couple of levels of paladin as the glue for your wild magic barbarian/wild mage sorcerer. Your going to need at least 13 in STR and 13 in CHR to multiclass. This way you can use smite when you are in rage, and still cast spells when you are not.
Not sure how many levels your campaign is going to be, but maybe Barb 5/Pal 2/Sorcerer 3 for a 10th level build?
Never let a rules lawyer dominate a conversation. Allowing this just takes the fun and joy out of D&D. Be creative, inspiring, and have meaningful discussions!
Jump is a good non conc spell you could put up at the start of battle and can relate to physical prowess. Or comphrehend Languages which you can also cast as a ritual (ten minutes summoning one of your ancestors spirits to decipher the languages for you)
I actually made a homebrew barbarian subclass that works off of Cha instead of Str. The entire subclass is basically people find you attractive because of all your scars and you have aura that basically makes people want to be your friend, but of course they have to make a DC check.
This subclass was made for fun initially, but after I made it I realized that it worked really well with sorcerers if you use duration spells rather than concentration spells, so when you rage it works well. Also if you just use Stone Sorcerer, it's a great option for a barbarian cross class, as you don't need to cast spells because your entire thing is then made to protect your allies. As you can use reactions to transport to a protected ally that gets hit, and in turn strike the attacker in the same reaction, this is a level 6 stone sorcerer ability but is great.
I currently have a level 4 path of wild magic barbarian. The DM said that we are leveling up and we can do that in between sessions and I want to take a level of wild magic sorcerer because it’s funny and makes perfect sense with my backstory. I have a few questions though on what spells to take and how to play it as I have high strength and con but only a 10 in charisma.
Your DM would have to allow you to ignore the multiclassing rules, as they require you to have at least a 13 in STR and CHA to multiclass between these two classes.
If your DM does allow that and you're set on taking a level of Sorcerer now, then I'd recommend spells which don't require an attack roll or saving throw. In other words, utility and buff spells. Though, personally, I'd wait until you've at least reached Barbarian 5 for Extra Attack first.
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The main issue is the whole rage-spellcasting dilemma. Every time you rage, you will end up dispelling any concentration spells you have up, and you will not be able to cast any further spells until your rage ends.
If you could somehow hunt down a magic item that eliminates this, or convince your DM to scratch off this rule, that would make the build much more versatile.
There are some spells with durations that don't require concentration, but it's a pretty limited selection for a Barbarian main; for a Barbarian/Sorcerer multiclass I'd personally avoid concentration spells except for those that give good out of combat utility.
I did actually play a sorcerer that took a few levels in Barbarian, but I wasn't considering optimisation at all for that, it was to represent a loss of control so actually it interrupting spellcasting was fully appropriate; if they got backed into a corner they would just go berserk (figuratively, I only got to 2nd-level in Barbarian) and used "claws" (a little homebrew, basically just a pair of daggers that couldn't be thrown or dropped).
I had fun with it, but it was very much for story purposes. If you want to stay competitive then spell selection will be tricky; in terms of combat spells I'd probably look more for instantaneous spells you can cast in a first round to soften enemies up a bit before you initiate Rage and get stuck in?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I would homebrew a third-caster barbarian subclass that explicitly removes the casting restrictions during a rage. I've done so, myself, and find it quite fun.
The subclass you chose was basically created to fill the concept of "barbarian with wild magic sorcerer flavor" because people love the concept but multiclassing these two classes is generally a very bad idea.
With a 10 CHA, you will be a very bad sorcerer. You need to break the rules just to take the multiclass in the first place. And you will have very few spells to trigger your wild magic feature. And your teammates might not find the joke as funny as you do when you give up getting Extra Attacks (making you much less effective at your primary job) and then you roll a Wild Magic fireball on their heads.
I would very seriously consider what this multiclass would offer you backstory-wise that you don't already get from your subclass, aside from the ability to sabotage your allies. Your body is already coursing with wild magic, you just manifest it differently than a sorcerer.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I would grab a couple of levels of paladin as the glue for your wild magic barbarian/wild mage sorcerer. Your going to need at least 13 in STR and 13 in CHR to multiclass. This way you can use smite when you are in rage, and still cast spells when you are not.
Not sure how many levels your campaign is going to be, but maybe Barb 5/Pal 2/Sorcerer 3 for a 10th level build?
Never let a rules lawyer dominate a conversation. Allowing this just takes the fun and joy out of D&D. Be creative, inspiring, and have meaningful discussions!
Or take magic initiate feat as sorceror.
Life's hard - get a helmet!
What Estaln said. Lvl to 5, multi attack is huge. Next feat take sorcerer adept for your char flavor.
Jump is a good non conc spell you could put up at the start of battle and can relate to physical prowess. Or comphrehend Languages which you can also cast as a ritual (ten minutes summoning one of your ancestors spirits to decipher the languages for you)
Life's hard - get a helmet!
I actually made a homebrew barbarian subclass that works off of Cha instead of Str. The entire subclass is basically people find you attractive because of all your scars and you have aura that basically makes people want to be your friend, but of course they have to make a DC check.
This subclass was made for fun initially, but after I made it I realized that it worked really well with sorcerers if you use duration spells rather than concentration spells, so when you rage it works well. Also if you just use Stone Sorcerer, it's a great option for a barbarian cross class, as you don't need to cast spells because your entire thing is then made to protect your allies. As you can use reactions to transport to a protected ally that gets hit, and in turn strike the attacker in the same reaction, this is a level 6 stone sorcerer ability but is great.