I need some advice on my Sorlock build: I can't decide if I want to go for Protector Aasimar or the Half-Elf race in case of mechanical value. The build uses 17 levels of Divine Soul and 3 levels of Tome-Hexblade Warlock in the point-buy-system and shall focus on safe and consistent damage output or support (Healing Word) on each round.
To set the stage: Let's assume your DM doesn't allow access to a good amount of ressources (like materials with a cost, to power spells) and on top of that trys to show the players their place and how strong his monsters are and that they try everything to kill the party as brutal as possible - sadly this was my player experience in a lot of sessions and the main reason why I got into mechanical builds. If a session starts with a fall which you are not allowed to stop with Feather Fall - because you are surprised - and take 30 points of fall damage (30 of 39 HP at Lv.6), how would you prepare for multiple following combat encounters? With that thought in mind I started to combine my favorite classes, Warlock and Sorcerer, but currently I'm kinda stuck in choosing a race and feats/spell lineups.
The Protector Aasimar grants darkvision, a bonus healing ability, resistances, an additional cantrip and - most important - the ability to fly early without concentration + scaling extra radiant damage. Aside of darkvision, the Half-Elf on the other hand offers an additional language, 2 more skill-proficiencies, and additional stat points to spend, plus it grants Fey Ancestry. Additionally this race is able to pick the feat Elven Accuracy for a kind of double-advantage.
I'm thinking about the trade-offs between the two races for a while now: It takes a lot of time to get to a level where you don't have to think about using a slot for Misty Step to get out of melee range, without wasting your action to retreat all the time if an enemy follows you. So, is it actually worth to trade some stat points and powerful elven traits for the ability to fly? Flying would probably be the easiest way - especially in early - to hold a safe distance to your foes and hurl your magic at them.The Quickened Spell metamagic would also allow to transform and attack on the same turn.
Additionally I don't think there are that many ways to trigger Elven Accuracy consistently. The best option imo is Greater Invisibility, but it requires concentration. As a Tomelock you can also use Find Familiar, but you have to position it in melee range of your target, so you might be able to just use its Help Action on 1 turn before the familiar is killed. Guiding Bolt is also an option in early, but you have to use it immediately with Quickened Spell and a Cantrip to use it to a maximum extend - same goes for the True Strike Cantrip as well.
Another aspect is feats: Since the multiclass already reduces the Ability Score Improvements from 5 to 4 I think feats are a very important choice. Early on I want to boost my CHA score to 20 asap, which requires 2 of 4 ASIs. War Caster is a must have after you reach 20 CHA to use a shield and/or potentially a weapon get some more AC and damage. For a last feat I'm unsure if I want to boost my Dex Saves in late game (since Dex is the most common save for spells, followed by Wis) with Resilient, or get that 1 extra point of AC from Medium Armor Master, using a breastplate (Half Plate would end up in immediate variant encumbrance punishments with only 8 Str).
For spells I'm curious to read all of your suggestions. I got some core spell lineups, but nothing is set completely, yet. One other thing where you could suggest your advice, too: Green-Flame Blade on Lv.5 or higher - good emergency choice, if you have to melee with your Hex-Warrior CHA-infused weapon?
I appreciate any advice, can't wait to read your opinions! :D