I'm starting a new campaign next week of Eve of Ruin and thinking about playing either a druid, bard, or sorcerer. I already have the other two built out, but wanted to get some tips for my sorcerer. I recently played a wizard and it did not go well as I was too versatile and lacking power (to be fair we were level 1), but I'm hoping I'll enjoy sorcerer as I've never actually played it. I'm familiar enough with their mechanics and the new 2024 rules.
The concept is an assimar who is half human/or something else, raised in the Upper Planes among other full blooded celestial beings. He was born of a mortal woman and an outcast celestial committing such a blasphemous sin (not really important what, but maybe I'll tie it into the campaign lore). He's much, much weaker than any of them due to being essentially a blessed mortal compared to actual divine creatures and looked down upon as a lesser being. As such, he often acted out and put on big performances to garner attention (think something like Star Butterfly or the opening to a Goofy Movie), which most other higher beings found insignificant. (Again, not sure how in depth I'd need to go, maybe just a single relative or someone who took him in or something).
Point is he leaves (Or is banished) from the upper planes for causing too much trouble (either just being annoying or actually causing some damage by accident) and wants to prove himself on the mortal realm to get back in and the recognition he craves. This sets him off to be an adventurer, performing to entertain the masses and grow his power, which is still hard to control (hence the wild magic).
Here's the actual build so far:
8/13/12/14/10/15 (Still deciding on background either Entertainer with +1Dex, +2Cha or Charlatan with +1Dex, +2Con)
Any advice on what spells I should take at each level? Skills I should take? Same with Metamagics? How can I make him survive at this tier of gameplay and also contribute well in and out of combat? Goal is to kind of emulate Genie from Aladdin, Bill Cipher from Gravity falls or especially Lucifer from Hazbin Hotel, a powerful reality warping being who is mostly held back by his child like humor and desire to make people happy.
So I dont play Sorcerers typically but have recently been enjoying a Sorcadin so I will offer some suggestions. First if you can switch Int and Con, you definitely want the Hp.
Go Entertainer, Musician is an amazing origin feat and keep in mind that Heroic Inspiration can bounce so it is possible to give it to yourself, just not directly depending on your DM. You also want the Charisma.
Skills wise get Cha skills, and then whatever flavor you enjoy, Stealth, Athletics, Perception all good choices.
First question you want to ask is are you going to take an armor dip? This increasing your survivability at the cost of slower Sorc progression.
Metamagics really depend on your spell choices.
Extend can let you not need Warcaster as much.
Empower is great for AoE damage and especially good for Chromatic Orb (especially if your DM let's you carryover unused dice to bounces)
Twin is great for control spells and buffs
Heightened is expensive but if you use it with a Concentration spells it is justified.
As for Wild Magic use Tide of Chaos as soon as possible, trigger as many surges as you can and if you need to do use your inspiration to reroll. Initiative is a great use for it but if you are fighting a bunch of casters or a dragon you can save for a saving throw.
Some of the surge options are stronger in the lower levels so have fun warping reality.
Thank you so much! This was very insightful! I will probably do a straight mono class, and rely in mage armor + shield spell, but I really like this advice!
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I'm starting a new campaign next week of Eve of Ruin and thinking about playing either a druid, bard, or sorcerer. I already have the other two built out, but wanted to get some tips for my sorcerer. I recently played a wizard and it did not go well as I was too versatile and lacking power (to be fair we were level 1), but I'm hoping I'll enjoy sorcerer as I've never actually played it. I'm familiar enough with their mechanics and the new 2024 rules.
The concept is an assimar who is half human/or something else, raised in the Upper Planes among other full blooded celestial beings. He was born of a mortal woman and an outcast celestial committing such a blasphemous sin (not really important what, but maybe I'll tie it into the campaign lore). He's much, much weaker than any of them due to being essentially a blessed mortal compared to actual divine creatures and looked down upon as a lesser being. As such, he often acted out and put on big performances to garner attention (think something like Star Butterfly or the opening to a Goofy Movie), which most other higher beings found insignificant. (Again, not sure how in depth I'd need to go, maybe just a single relative or someone who took him in or something).
Point is he leaves (Or is banished) from the upper planes for causing too much trouble (either just being annoying or actually causing some damage by accident) and wants to prove himself on the mortal realm to get back in and the recognition he craves. This sets him off to be an adventurer, performing to entertain the masses and grow his power, which is still hard to control (hence the wild magic).
Here's the actual build so far:
8/13/12/14/10/15 (Still deciding on background either Entertainer with +1Dex, +2Cha or Charlatan with +1Dex, +2Con)
Any advice on what spells I should take at each level? Skills I should take? Same with Metamagics? How can I make him survive at this tier of gameplay and also contribute well in and out of combat? Goal is to kind of emulate Genie from Aladdin, Bill Cipher from Gravity falls or especially Lucifer from Hazbin Hotel, a powerful reality warping being who is mostly held back by his child like humor and desire to make people happy.
Appreciate the help and thanks for reading!
So I dont play Sorcerers typically but have recently been enjoying a Sorcadin so I will offer some suggestions. First if you can switch Int and Con, you definitely want the Hp.
Go Entertainer, Musician is an amazing origin feat and keep in mind that Heroic Inspiration can bounce so it is possible to give it to yourself, just not directly depending on your DM. You also want the Charisma.
Skills wise get Cha skills, and then whatever flavor you enjoy, Stealth, Athletics, Perception all good choices.
First question you want to ask is are you going to take an armor dip? This increasing your survivability at the cost of slower Sorc progression.
Metamagics really depend on your spell choices.
Extend can let you not need Warcaster as much.
Empower is great for AoE damage and especially good for Chromatic Orb (especially if your DM let's you carryover unused dice to bounces)
Twin is great for control spells and buffs
Heightened is expensive but if you use it with a Concentration spells it is justified.
As for Wild Magic use Tide of Chaos as soon as possible, trigger as many surges as you can and if you need to do use your inspiration to reroll. Initiative is a great use for it but if you are fighting a bunch of casters or a dragon you can save for a saving throw.
Some of the surge options are stronger in the lower levels so have fun warping reality.
Thank you so much! This was very insightful! I will probably do a straight mono class, and rely in mage armor + shield spell, but I really like this advice!