Helping a new player build a 12 level sorcerer and I've never played one so I'm not sure what they should do at 12th. Here's the character: https://ddb.ac/characters/69641517/RYriOH
The DM let him take the magic items. Don't judge me. ;-)
So, my thoughts are:
+2 to CON
Warcaster
Elemental Adept (this guy loves fire)
Dragon Fear
Spell Sniper and pick up GFB for those emergency hand-to-hand moments
Opinions? Any other ways to improve this character? Thanks!
I just took Metamagic Adept at 12th level on my current Sorcerer; while the extra two sorcery points isn't huge, they don't hurt either, and having two more metamagics has made a big difference to my flexibility in combat. I mean, really I think sorcerers should get more choices built-in, but if you're sticking to RAW this a way to get them anyway.
For your specific character it looks like you're more geared towards blasting from a range, so you shouldn't need War Caster on top of your already +8 Constitution save bonus; I mean it won't hurt, especially if enemies get close to you a lot, but I wouldn't worry about it IMO. +2 CON likewise probably isn't a big deal as it's only a +1 to your CON saves, and you've got plenty of hitpoints for a sorcerer already, plus there's always False Life if you need more, though you do have the side benefit that it will improve your Breath Weapon slightly.
If you're going heavy on fire then Elemental Adept (Fire) may not be a bad choice; there are a lot of monsters with fire resistance, though there are also quite a lot with full immunity, that this won't help you with.
Spell Sniper I wouldn't bother with personally; you can take the Distant Spell metamagic if you need range, but I don't usually see that coming up much in practice given that you have plenty of long range spells already. I'm not sure how much use Green Flame Blade really is on your build since you don't have proficiency in many weapons to use it with (your best is a quarterstaff). If you need something for melee you might consider Shadow Blade or Shocking Grasp, but you've already got spells, cantrips and a breath weapon that you can use point blank anyway (anything save based can be used in melee without penalties) so you don't really need dedicated melee.
Also I noticed you've got Hold Monster on your spell list twice (once from the Staff of Power and once as a spell choice), so you should swap that out for something else.
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I like Dragonfear, but without extra attack it is a high cost to use.
RAW I don't think GFB works with spell sniper because its range is self, however you could get it through Magic Intiate along with another cantrip (Eldritch blast?) and a warlock spell (Hex!)
With Misty step at 12th level you should not find yourself needing to stay in melee very often.
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Helping a new player build a 12 level sorcerer and I've never played one so I'm not sure what they should do at 12th. Here's the character: https://ddb.ac/characters/69641517/RYriOH
The DM let him take the magic items. Don't judge me. ;-)
So, my thoughts are:
Opinions? Any other ways to improve this character? Thanks!
Metamagic adept is pretty good. Empowered spell and either heightened spell or the duration one as he has a few long lasting spells.
I just took Metamagic Adept at 12th level on my current Sorcerer; while the extra two sorcery points isn't huge, they don't hurt either, and having two more metamagics has made a big difference to my flexibility in combat. I mean, really I think sorcerers should get more choices built-in, but if you're sticking to RAW this a way to get them anyway.
For your specific character it looks like you're more geared towards blasting from a range, so you shouldn't need War Caster on top of your already +8 Constitution save bonus; I mean it won't hurt, especially if enemies get close to you a lot, but I wouldn't worry about it IMO. +2 CON likewise probably isn't a big deal as it's only a +1 to your CON saves, and you've got plenty of hitpoints for a sorcerer already, plus there's always False Life if you need more, though you do have the side benefit that it will improve your Breath Weapon slightly.
If you're going heavy on fire then Elemental Adept (Fire) may not be a bad choice; there are a lot of monsters with fire resistance, though there are also quite a lot with full immunity, that this won't help you with.
Spell Sniper I wouldn't bother with personally; you can take the Distant Spell metamagic if you need range, but I don't usually see that coming up much in practice given that you have plenty of long range spells already. I'm not sure how much use Green Flame Blade really is on your build since you don't have proficiency in many weapons to use it with (your best is a quarterstaff). If you need something for melee you might consider Shadow Blade or Shocking Grasp, but you've already got spells, cantrips and a breath weapon that you can use point blank anyway (anything save based can be used in melee without penalties) so you don't really need dedicated melee.
Also I noticed you've got Hold Monster on your spell list twice (once from the Staff of Power and once as a spell choice), so you should swap that out for something else.
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 like Dragonfear, but without extra attack it is a high cost to use.
RAW I don't think GFB works with spell sniper because its range is self, however you could get it through Magic Intiate along with another cantrip (Eldritch blast?) and a warlock spell (Hex!)
With Misty step at 12th level you should not find yourself needing to stay in melee very often.