The Sorcadin (Sword & Board) Steel is my body, and fire is my blood. Sorcery is a sword without a hilt. There is no safe way to grasp it.
Race:Half-Elf Race Benefits:Survival, Arcana, Darkvision, Advantage on saves vs being charmed, immunity to magical sleep Background:Sailor (Athletics, Perception); Ship’s Passage; You are from the Sword Coast after all Class Skills:Insight, Persuasion Languages:Common, Elvish, Draconic
Abilities:STR [15(9) + 1], DEX [10(2)], CON [13(5) + 1], INT [8(0)], WIS [12(4)], CHA [14(7) + 2]
Pros
Insane Nova Damage:Fireball, Quickened Hold Person/Monster + Booming Blade + Smite, Smite more often than pure paladins, etc.
Font of Magic: With this you can expend sorcery points for additional smite slots. You can also expend higher level spell slots for multiple smites.
Versatility: With sorcery comes many more spell options such as Suggestion, Hypnotic Pattern. The best part? You can do all of these as a bonus action for 2 sorcery points. Casting a Careful Web lets you restrain your foes even if the battle happy Barbarian has already charged in. Then he'll be even happier, because a restrained foe grants advantage and has disadvantage on their attacks. It's also a good idea not to Fireball your friends.
The Ultimate Tank: You can heal with Lay on Hands and Cure Wounds. But generally this shouldn't be your concern. Your job is to be the one taking the hits. Between Compelled Duel, Aura of Protection, Shield, heavy armor, and many foe disabling spells, there is no other character build that can fill this role better than you.
Neutrals
Aren't Sorcadin's Squishy? Yes and no. While Sorcerer only has a D6 hit dice, Draconic Sorcerers make up for that with Draconic Resilience granting +1 hit point per level. While it's still one less hit point per level, by level 20 you're only set back 14 hit points. In addition, you've got some pretty awesome defenses as mentioned above. You can also heal yourself (as a bonus action even), and pick up the Inspiring Leader feat.
Don't they get Extra Attack late? Yes, but it doesn't really matter. Since you're going to be primarily using the SCAG cantrips, you won't really be taking advantage of it anyway. Booming Blade is great for tanking and Greenflame Blade is amplified by Elemental Affinity.
Cons
They're resource hogs. Using Quickened Spell to cast spells as bonus actions and smiting eat up your spell slots pretty quickly. That's why you may often consider converting your higher level spell slots into multiple lower level ones. And all of your abilities except Channel Divinity recharge on a Long Rest. Try to be as efficient as possible. If you're up against a horde, Fireball is recommended.
Doesn't work at low levels. Until mid levels you're basically just a normal Paladin. This can be said for most complex multiclass builds. On the bright side, you have a lot of goodies to look forward to.
They're MAD (Multi Ability Score Dependent): In the Sorcadin's case, they need STR/CON/CHA. STR for accuracy, CON for concentration, and CHA for effectiveness. This particular build (S&B) can focus most on CHA. And the War Caster feat is needed to work.
Alternatives
Alternatively, you could go Human and gain the Resilient (CON) feat. Concentration is pretty important for you, but you’d have to give up quite a bit to get it. Considering most of your concentration spells disable opponents, your superior defenses, and War Caster granting advantage on concentration, it is okay to forgo this feat entirely.
Leveling Up
Lvl
Class
Maximum Slot/Spell
HP
ABI/Feat
Benefits
1
Paladin
N/A
12
Divine Sense, Lay on Hands, Heavy Armor
2
Paladin
1/1
20
Divine Smite, Defense / Protection Fighting Style
3
Paladin
1/1
28
Oath of the Crown, Champion’s Challenge, Turn the Tide, Divine Health
4
Paladin
1/1
36
War Caster
More hit points, CON save proficiency
5
Sorcerer
2/1
43
Draconic Resilience
6
Sorcerer
2/1
50
Sorcery Points, Font of Magic
7
Sorcerer
3/2
57
Metamagic: Quicken Spell, Careful Spell
8
Sorcerer
3/2
64
CHA 18
9
Sorcerer
4/3
71
10
Paladin
4/3
79
Extra Attack
11
Paladin
4/3
87
Aura of Protection
12
Sorcerer
5/3
94
Elemental Affinity (Fire)
13
Sorcerer
5/4
101
14
Sorcerer
6/4
108
CHA 20
15
Sorcerer
6/5
115
16
Sorcerer
7/5
122
Metamagic: Heighten Spell or Twinned Spell
17
Sorcerer
7/6
129
18
Sorcerer
8/6
136
STR 18
19
Sorcerer
8/7
143
20
Sorcerer
9/7
150
Dragon Wings
Features
Lay on Hands: 5x Paladin level points to heal with or use 5 to cure a poison/disease
Divine Sense: Use an action to detect the location of any celestials, fiends, or undead within 60 ft until the end of your next turn. 1+CHA mod uses per long rest.
Divine Smite: Expend spell slot after you hit with a melee attack to do an additional (slot level + 1) d8 damage
Channel Divinity: Champion Challenge: You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. Turn the Tide: As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to ld6 +your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Divine Health: Immune to disease
Aura of Protection: +CHA bonus to all saves for yourself and all allies within 10 feet
Draconic Resilience: While the sorcerer only has D6 hit dice, this lets you gain hit points each level as though they were D8 hit dice. Short rest healing still uses D6 hit dice though.
Font of Magic: While many spells can be upcast for greater effect, you could also convert higher level spell slots into multiple lower level spell slots to smite or cast multiple spells with. Slot to Points: Slot level points Points to Slot: Lvl 1 = 2 Level 2 = 3 Level 3 = 5 Level 4 = 6 Level 5 = 7
Metamagic: Quicken Spell: 2pts: Cast spell as bonus action. Note: Can only cast one level spell per turn regardless unless you have more than one Action (casting as a Bonus Action doesn’t allow you to cast a 2nd level spell) Careful Spell: 1pt: Can exclude any number of creatures from AOE spell effects Heighten Spell: 3pts: Can give disadvantage on 1st save vs spells
Element Affinity: Add CHA mod to damage with spells of element. When you do, you can spend 1 sorcery point to gain resistance to that element for a hour.
Dragon Wings: Fly speed equal to current speed. Armor must be accommodated for the wings
Spells
Lvl
Spell
Explanation
C
Booming Blade
Fantastic with War Caster as an opportunity spell and useful for protecting squishies behind you
C
Greenflame Blade
Does potentially more damage than Extra Attack in some situations. Works with Elemental Affinity
Your imagination is the only limit to the countless uses of this spell, be it luring enemies into a trap or a different direction, hiding more effectively, scaring enemies away from something you don’t wanna have them touch, making them believe you’re a nice guy or someone with great authority, ambushing them, capturing them, etc, etc, etc... It’s not the sort of versatility a cantrip can have. If multiple characters in the group can use this, they can be combined together to create even more “believable” situations.
Useful option for tanking a solo opponent that relies on attacking your AC when your AOE concentration spells aren’t that useful. If they’re attacking your allies, use Compelled Duel and rely on Shield instead.
Paralyzed condition lets you auto crit. And at this point you can cast it as a bonus action for 2 sorcery points. Fantastic combo with BB/GFB and Divine Smite.
Massive range, save-or-suck. If the still-awake enemies waste their turns shaking their friends awake, just smash their heads while they waste their precious actions. It’s a nice option for when your enemies are pretty tough, or when you don’t want to burn everything around you. If you took the Careful Spell Metamagic option, this spell becomes mandatory.
If you follow that guide, you'll be golden haha. Paladorc/Sorcadins are AMAZING, for the reasons he lists.
The extra attack won't be that crucial, since a lot of the time Green Flame Blade/Booming Blade will offer better options. Meaning you're good to hold off on that. I would recommend picking up War Caster as soon as you can, so you can tank and cast spells at the same time. You should be able to afford going Paladin 1/Sorcerer 1/Paladin 5/Sorcerer 13. You'll basically be a Paladin with some evocation spellcasting until you hit level 8+.
I've updated the post. It includes my full build that I'm playing in Adventurer's League. He currently only has one magic item and it's a doozy. A Cloak of Displacement.
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How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
Currently level 13 and have several more magic items now. He's incredibly hard to hit. (25 AC, shield, shield of faith, and cloak) His main weakness is automatic damage. Aura of Protection, Absorb Elements, and Favored by the Gods help a lot. I ended up taking a level of hexblade actually and am now almost solely reliant on Charisma. It also gives me a spell slot I can reuse for smiting, converting into sorcery points, or healing.
Rollback Post to RevisionRollBack
How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
Currently level 13 and have several more magic items now. He's incredibly hard to hit. (25 AC, shield, shield of faith, and cloak) His main weakness is automatic damage. Aura of Protection, Absorb Elements, and Favored by the Gods help a lot. I ended up taking a level of hexblade actually and am now almost solely reliant on Charisma. It also gives me a spell slot I can reuse for smiting, converting into sorcery points, or healing.
Looks like you switched from SCAG to Xanathar's for your + 1. What did you do for you Paladin archetype? Also, how did the lack of BB and GFB affect the build?
I actually can't see anything regarding backstory or notes. They aren't viewable to anyone but you or the dm/gm if it's under their account. They're just greyed out.
Your probably right. Quite a few changes since then. Currently still working on the character myself. Due to story the character has switched to Fallen Aasimar ( dm if crit fail there's a chance I can hit a team mate. So I reroll attack and crit while Smiting+searing smite and drop a "friendly" bugbear EK. His unconscious body is on fire and loses two death saves. I spend my turn running over to him to spare the dying lol. This happened twice in one game). So current setup is Paladin Oath of Vengeance 3/ Divine Sorcerer 3. Who needs extra attack when I can quicken BB/GFB. Probably take levels of Hexblade hasn't decided yet.
Great Post! My Oath of Devotion Pally is Level 8 and I would to take 4 levels of sorcerer for all the great reasons listed above.
Question: Is it worth sticking with Paladin until Level 12 for Improved Divine Smite or Level 16 for Purity of Spirit? I'm trying to keep my ASI's on track with these breakpoints...
So, I guess I'm asking 4, 8 or 12 Levels of sorcerer?
Any thoughts on a Vengeance Pally going Shadow Sorc - i took great weapon fighting so i can reroll my 1s and 2s. Trying to figure out my feat as i am currently level 3 sitting on 2400xp
What’s your STR and CHA? I find myself investing ASI’s rather than feats for my Sorcadin. 20 CHA is definitely a must. Resilient CON is also very helpful for maintaining concentration and prof in CON saves.
Ok Are you set on 2 handed weapons? Otherwise I would suggest a 1 Level dip into Hexblade which would allow you to use CHA for one handed weapons. This would give you a free hand to add a shield.
The Sorcadin (Sword & Board)
Steel is my body, and fire is my blood.
Sorcery is a sword without a hilt.
There is no safe way to grasp it.
Race: Half-Elf
Race Benefits: Survival, Arcana, Darkvision, Advantage on saves vs being charmed, immunity to magical sleep
Background: Sailor (Athletics, Perception); Ship’s Passage; You are from the Sword Coast after all
Class Skills: Insight, Persuasion
Languages: Common, Elvish, Draconic
Abilities: STR [15(9) + 1], DEX [10(2)], CON [13(5) + 1], INT [8(0)], WIS [12(4)], CHA [14(7) + 2]
Pros
Insane Nova Damage: Fireball, Quickened Hold Person/Monster + Booming Blade + Smite, Smite more often than pure paladins, etc.
Font of Magic: With this you can expend sorcery points for additional smite slots. You can also expend higher level spell slots for multiple smites.
Versatility: With sorcery comes many more spell options such as Suggestion, Hypnotic Pattern. The best part? You can do all of these as a bonus action for 2 sorcery points. Casting a Careful Web lets you restrain your foes even if the battle happy Barbarian has already charged in. Then he'll be even happier, because a restrained foe grants advantage and has disadvantage on their attacks. It's also a good idea not to Fireball your friends.
The Ultimate Tank: You can heal with Lay on Hands and Cure Wounds. But generally this shouldn't be your concern. Your job is to be the one taking the hits. Between Compelled Duel, Aura of Protection, Shield, heavy armor, and many foe disabling spells, there is no other character build that can fill this role better than you.
Neutrals
Aren't Sorcadin's Squishy? Yes and no. While Sorcerer only has a D6 hit dice, Draconic Sorcerers make up for that with Draconic Resilience granting +1 hit point per level. While it's still one less hit point per level, by level 20 you're only set back 14 hit points. In addition, you've got some pretty awesome defenses as mentioned above. You can also heal yourself (as a bonus action even), and pick up the Inspiring Leader feat.
Don't they get Extra Attack late? Yes, but it doesn't really matter. Since you're going to be primarily using the SCAG cantrips, you won't really be taking advantage of it anyway. Booming Blade is great for tanking and Greenflame Blade is amplified by Elemental Affinity.
Cons
They're resource hogs. Using Quickened Spell to cast spells as bonus actions and smiting eat up your spell slots pretty quickly. That's why you may often consider converting your higher level spell slots into multiple lower level ones. And all of your abilities except Channel Divinity recharge on a Long Rest. Try to be as efficient as possible. If you're up against a horde, Fireball is recommended.
Doesn't work at low levels. Until mid levels you're basically just a normal Paladin. This can be said for most complex multiclass builds. On the bright side, you have a lot of goodies to look forward to.
They're MAD (Multi Ability Score Dependent): In the Sorcadin's case, they need STR/CON/CHA. STR for accuracy, CON for concentration, and CHA for effectiveness. This particular build (S&B) can focus most on CHA. And the War Caster feat is needed to work.
Alternatives
Alternatively, you could go Human and gain the Resilient (CON) feat. Concentration is pretty important for you, but you’d have to give up quite a bit to get it. Considering most of your concentration spells disable opponents, your superior defenses, and War Caster granting advantage on concentration, it is okay to forgo this feat entirely.
Leveling Up
Lvl
Class
Maximum Slot/Spell
HP
ABI/Feat
Benefits
1
Paladin
N/A
12
Divine Sense, Lay on Hands, Heavy Armor
2
Paladin
1/1
20
Divine Smite, Defense / Protection Fighting Style
3
Paladin
1/1
28
Oath of the Crown, Champion’s Challenge, Turn the Tide, Divine Health
4
Paladin
1/1
36
War Caster
More hit points, CON save proficiency
5
Sorcerer
2/1
43
Draconic Resilience
6
Sorcerer
2/1
50
Sorcery Points, Font of Magic
7
Sorcerer
3/2
57
Metamagic: Quicken Spell, Careful Spell
8
Sorcerer
3/2
64
CHA 18
9
Sorcerer
4/3
71
10
Paladin
4/3
79
Extra Attack
11
Paladin
4/3
87
Aura of Protection
12
Sorcerer
5/3
94
Elemental Affinity (Fire)
13
Sorcerer
5/4
101
14
Sorcerer
6/4
108
CHA 20
15
Sorcerer
6/5
115
16
Sorcerer
7/5
122
Metamagic: Heighten Spell or Twinned Spell
17
Sorcerer
7/6
129
18
Sorcerer
8/6
136
STR 18
19
Sorcerer
8/7
143
20
Sorcerer
9/7
150
Dragon Wings
Features
Lay on Hands: 5x Paladin level points to heal with or use 5 to cure a poison/disease
Divine Sense: Use an action to detect the location of any celestials, fiends, or undead within 60 ft until the end of your next turn. 1+CHA mod uses per long rest.
Divine Smite: Expend spell slot after you hit with a melee attack to do an additional (slot level + 1) d8 damage
Channel Divinity:
Champion Challenge: You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.
Turn the Tide: As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to ld6 +your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Divine Health: Immune to disease
Aura of Protection: +CHA bonus to all saves for yourself and all allies within 10 feet
Draconic Resilience: While the sorcerer only has D6 hit dice, this lets you gain hit points each level as though they were D8 hit dice. Short rest healing still uses D6 hit dice though.
Font of Magic: While many spells can be upcast for greater effect, you could also convert higher level spell slots into multiple lower level spell slots to smite or cast multiple spells with.
Slot to Points: Slot level points
Points to Slot: Lvl 1 = 2 Level 2 = 3 Level 3 = 5 Level 4 = 6 Level 5 = 7
Metamagic:
Quicken Spell: 2pts: Cast spell as bonus action. Note: Can only cast one level spell per turn regardless unless you have more than one Action (casting as a Bonus Action doesn’t allow you to cast a 2nd level spell)
Careful Spell: 1pt: Can exclude any number of creatures from AOE spell effects
Heighten Spell: 3pts: Can give disadvantage on 1st save vs spells
Element Affinity: Add CHA mod to damage with spells of element. When you do, you can spend 1 sorcery point to gain resistance to that element for a hour.
Dragon Wings: Fly speed equal to current speed. Armor must be accommodated for the wings
Spells
Lvl
Spell
Explanation
C
Booming Blade
Fantastic with War Caster as an opportunity spell and useful for protecting squishies behind you
C
Greenflame Blade
Does potentially more damage than Extra Attack in some situations. Works with Elemental Affinity
C
Minor Illusion
Your imagination is the only limit to the countless uses of this spell, be it luring enemies into a trap or a different direction, hiding more effectively, scaring enemies away from something you don’t wanna have them touch, making them believe you’re a nice guy or someone with great authority, ambushing them, capturing them, etc, etc, etc... It’s not the sort of versatility a cantrip can have. If multiple characters in the group can use this, they can be combined together to create even more “believable” situations.
C
Fire Bolt
Fallback for when you need a ranged attack, because you don't want to be relying on DEX based ones.
1
Compelled Duel (C)
Fantastic spell for tanking
1
Cure Wounds
You don’t get Healing Word, so this will have to do. But remember, you aren’t the healer
1
Shield of Faith (C)
Useful option for tanking a solo opponent that relies on attacking your AC when your AOE concentration spells aren’t that useful. If they’re attacking your allies, use Compelled Duel and rely on Shield instead.
1
Shield
You got hit? Are you sure? Stacks with Shield of Faith
1
Fog Cloud (C)
Disables many target spells, prevents opportunity attacks. Combine with Booming Blade: move in BB, move back.
1
Charm Person
You have good Persuasion skills. Capitalize on it and make them better.
2
Hold Person (C)
Paralyzed condition lets you auto crit. And at this point you can cast it as a bonus action for 2 sorcery points. Fantastic combo with BB/GFB and Divine Smite.
2
Misty Step
Replace Charm Person
Bonus action. Useful when you need to be more mobile than a typical heavy armor wearer.
2
Web (C)
Combines with Careful Spell for amazing effect. Restrained on multiple enemies is very potent.
3
Fireball
Congrats! You’re Michael Bay
3
Hypnotic Pattern (C)
Massive range, save-or-suck. If the still-awake enemies waste their turns shaking their friends awake, just smash their heads while they waste their precious actions. It’s a nice option for when your enemies are pretty tough, or when you don’t want to burn everything around you. If you took the Careful Spell Metamagic option, this spell becomes mandatory.
4
Polymorph (C)
Turn enemy into a toad or a friend into a T-Rex
4
Banishment (C)
Make the boss go away for a bit while you deal with his minions. Makes extra planar beings go away permanently
5
Hold Monster (C)
See Hold Person. You can upcast to select more targets.
3 (5)
Counterspell
Very useful against spellcasters. Save for the most dangerous spells only. Smiting is more important.
6
Mass Suggestion
“Surrender…” “Let us tie you up…” “Look the other way for 10 minutes…” whatever you can think of
6
Chain Lightning
10d8 per person, upcasting adds another 10d8
7
Teleport
Teleport
7
Reverse Gravity (C)
The ultimate field control spell. If there is a high ceiling, they’d take falling damage twice.
Rulings
Can the additional d8 of fire damage from Greenflame Blade be affected by a critical hit? [Yes]
Based on this guide
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If you follow that guide, you'll be golden haha. Paladorc/Sorcadins are AMAZING, for the reasons he lists.
The extra attack won't be that crucial, since a lot of the time Green Flame Blade/Booming Blade will offer better options. Meaning you're good to hold off on that. I would recommend picking up War Caster as soon as you can, so you can tank and cast spells at the same time. You should be able to afford going Paladin 1/Sorcerer 1/Paladin 5/Sorcerer 13. You'll basically be a Paladin with some evocation spellcasting until you hit level 8+.
I've updated the post. It includes my full build that I'm playing in Adventurer's League. He currently only has one magic item and it's a doozy. A Cloak of Displacement.
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How's that character going?
Currently level 13 and have several more magic items now. He's incredibly hard to hit. (25 AC, shield, shield of faith, and cloak) His main weakness is automatic damage. Aura of Protection, Absorb Elements, and Favored by the Gods help a lot. I ended up taking a level of hexblade actually and am now almost solely reliant on Charisma. It also gives me a spell slot I can reuse for smiting, converting into sorcery points, or healing.
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Vengeance Paladin and Divine Soul Sorcerer
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Currently working/playing on a Vengeance Paladin/ Divine Soul Sorcerer character myself.
Paladin 4/ Divine Sorcerer 1
Protector Aasimar 13/8/13/8/16/16 (27 point buy SUCKS)
Protection Fighting Style & Warcaster
So what would be the level split for Paladin/DivineSorc/Hexblade?
Here's the version I'm currently playing in Adventurer's League
https://ddb.ac/characters/558334/l0nYL9
You can see his backstory under Notes > Backstory.
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I actually can't see anything regarding backstory or notes. They aren't viewable to anyone but you or the dm/gm if it's under their account. They're just greyed out.
I believe it was visible when I posted that.
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Your probably right. Quite a few changes since then. Currently still working on the character myself. Due to story the character has switched to Fallen Aasimar ( dm if crit fail there's a chance I can hit a team mate. So I reroll attack and crit while Smiting+searing smite and drop a "friendly" bugbear EK. His unconscious body is on fire and loses two death saves. I spend my turn running over to him to spare the dying lol. This happened twice in one game). So current setup is Paladin Oath of Vengeance 3/ Divine Sorcerer 3. Who needs extra attack when I can quicken BB/GFB. Probably take levels of Hexblade hasn't decided yet.
Great Post! My Oath of Devotion Pally is Level 8 and I would to take 4 levels of sorcerer for all the great reasons listed above.
Question: Is it worth sticking with Paladin until Level 12 for Improved Divine Smite or Level 16 for Purity of Spirit? I'm trying to keep my ASI's on track with these breakpoints...
So, I guess I'm asking 4, 8 or 12 Levels of sorcerer?
Any thoughts on a Vengeance Pally going Shadow Sorc - i took great weapon fighting so i can reroll my 1s and 2s. Trying to figure out my feat as i am currently level 3 sitting on 2400xp
What’s your STR and CHA? I find myself investing ASI’s rather than feats for my Sorcadin. 20 CHA is definitely a must. Resilient CON is also very helpful for maintaining concentration and prof in CON saves.
CHA is 20
STR is 14
Ok Are you set on 2 handed weapons? Otherwise I would suggest a 1 Level dip into Hexblade which would allow you to use CHA for one handed weapons. This would give you a free hand to add a shield.
i took a fighting stance that lets me reroll my 1s & 2s so i think that works best with a greatsword, but i could go one hander i suppose
My main question is the level up chain.
paladin 6 / sorcerer 14 sounds really good, but is it worse waiting for the aura of protection this long?
can i just rush in paladin 6 and after that complete the 14 level in sorcerer?