I was listening to a recent sorcerer concept video from Youtube's d4: D&D Deep Dive channel and in it there was a brief mention of a melee-focused sorcerer subclass that Dungeon Dudes are showing for an upcoming project. I was wondering if any of you have seen this, and if so what your thoughts were?
I have watched the video. The basic premise of the build is to take a level of Paladin for armor and shield proficiency as well as the spell Searing Smite. Run up to the enemy with your sword, hit it with True Strike, the use your bonus action to tack on an upcast Searing Smite. The smite does damage when you cast it, then again at the start of the monster's turn. The monster saves at the end of their turn to end the burning. If it fails, it keeps taking the damage every turn until they make their save or die. When upcast, both the initial damage and the extra damage scale by 1d6 per spell level each. So at Sorcerer 17, Pally 1, you would could run up to an enemy and True Strike with a Greatsword for 5d6+5, then tack on a Level 9 [spells]Searing Smite[spells] 9d6 right away, and 9d6 again at the start of their turn. That's a total of 23d6+5 damage or 85.5 damage on average.
That's the basic strategy, though I know Colby had some other stuff added to it do deal more damage (Great Weapon Master, Charger feat, etc.)
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Hello
I was listening to a recent sorcerer concept video from Youtube's d4: D&D Deep Dive channel and in it there was a brief mention of a melee-focused sorcerer subclass that Dungeon Dudes are showing for an upcoming project. I was wondering if any of you have seen this, and if so what your thoughts were?
I have watched the video. The basic premise of the build is to take a level of Paladin for armor and shield proficiency as well as the spell Searing Smite. Run up to the enemy with your sword, hit it with True Strike, the use your bonus action to tack on an upcast Searing Smite. The smite does damage when you cast it, then again at the start of the monster's turn. The monster saves at the end of their turn to end the burning. If it fails, it keeps taking the damage every turn until they make their save or die. When upcast, both the initial damage and the extra damage scale by 1d6 per spell level each. So at Sorcerer 17, Pally 1, you would could run up to an enemy and True Strike with a Greatsword for 5d6+5, then tack on a Level 9 [spells]Searing Smite[spells] 9d6 right away, and 9d6 again at the start of their turn. That's a total of 23d6+5 damage or 85.5 damage on average.
That's the basic strategy, though I know Colby had some other stuff added to it do deal more damage (Great Weapon Master, Charger feat, etc.)