Learn Shield. It's invaluable. That plus mage armor will be good enough in most cases. If you have room in your spell list, Absorb Elements is also a good defensive spell, but I wouldn't call it necessary like shield.
There are some other good spells, including False Life (really only worth it if you have very low CON), Mirror Image (no concentration), or Misty Step (the ultimate escape spell).
If you feel so inclined, you can also multiclass to get medium or heavy armor proficiency, but I don't think that's required by any means.
I dont know which bloodline you went with, but if you are willing to take a level of multiclass, you will have some good options for picking up armor proficiency. I would recommend as follows:
Draconic - I suspect you aren't playing a draconic line because they tend to be more survivable than the others anyway, if you are but you want more, consider the Tough feat for extra hit points.
Wild - Arcana Cleric could work well here. Proficiency in Light and Medium armor as well as shields is never a bad thing, in addition you get an additional skill (arcana) and two Wizard cantrips as well as cleric spells and always prepared Detect Magic and Magic Missile.
Storm - a 1 level dip into Tempest Cleric will give you light, medium and heavy armor and shield proficiency and works really well thematically. (2nd level will give you access to one of the best channel divinity abilities in the game IMO)
Divine - Any cleric will work well thematically and will give you Light and medium armor and shields. Certain domains will also give heavy armor. Celestial pact warlock would also give you light armor proficiency and a small healing ability. In addition, you would have some spell slots you could sack out for metamagic points, all for 1 level.
Shadow - 1 level in monk will give you unarmored defense and allow you to add your wisdom and your dex to your AC, Alternatively, Hexblade pact warlock could work thematically and would give you the light armor proficiency as well as additional damage against cursed targets. A bonus mention here to Grave clerics who would give up to medium armor and shield proficiency, some healing spells, and (if you are willing to take a second level) the best channel divinity in the game (again, IMO).
It goes without saying that a level of fighter is always a good bet and would get you all of the armor and weapon proficiencies as well as a fighting style and Second wind. If you go with fighter consider going two levels to pick up action surge.
Every sorcerer should have shield. Mirror image is another astoundingly good defensive spell. Gives most attacks a chance to miss, and it's not concentration! Again, you might not have many slots, but those two are life savers and well deserving of being there.
Draconic - I suspect you aren't playing a draconic line because they tend to be more survivable than the others anyway, if you are but you want more, consider the Tough feat for extra hit points.
Tiefling Draconic sorcerer. Add infernal constitution and you're resistant to fire, cold and poison. Natural armour, plus a decent dex gets your AC way into the tasty range. Run mirror image and if an attack gets through all that, react with shield. It's stupidly survivable.
I like the recommendations for shield and mirror image but don’t forget blink at higher levels. Read it carefully, it effectively hides you 1/2 the time with no disadvantage. Good stuff.
Laserwhit, thanks for pointing out Blink! Much coolness!
Quite welcome. I looked at blink the first few times and didn't fully understand it's power. Just a few days ago I decided to read it more closely and realized what it is actually doing. It takes you away from the action when things get dangerous (end of your turn) and brings you back just in time to be effective again (beginning of your next turn.) And another bonus "NO CONCENTRATION". Works perfectly with mirror image or other spells. Super Nice!
Another vote for Blink, which stays useful into the highest levels of play. My sorcerer has gotten by with only Shield and Blink as pure defensive spells. It's a little risky, but simply being very careful where you're positioned relative to enemies and staying out of common attack range, can help you avoid attacks altogether.
I like the recommendations for shield and mirror image but don’t forget blink at higher levels. Read it carefully, it effectively hides you 1/2 the time with no disadvantage. Good stuff.
Ok, small lie about NO disadvantage. The only disadvantage I can think of is that you lose the ability to react against the enemy with things like attacks of opportunity. Other than that there is no disadvantage. Also you get 10 extra feet of movement when you have a successful blink roll. Not to be forgotten.
I am playing a (mostly) sorcerer atm that I have played all the way from level 1 and we are now at post level 20 play so I thought I'd leave my thoughts.
Firstly, get your con as high as possible, remember that improving Con effects Hit Points retroactively as well! (alternatively get an amulet of health, see magic items for more).
Take a 1 or 2 level dip into cleric. If you can make it work with your character I would throughly reccomed Tempest Cleric, their channel divinity pairs so well with high level sorcerer spells it's unbelievable (especially upcast chromatic orb that's been twinned). You also get access to all armour, shields and weapons this way. Grave cleric is a close runner up as their channel divinity is also very good (although they don't get the heavy armour or weapons). Because clerics are full casters you will keep up with the full casters in terms of spell slot level (although yuou will be behind in spell level you can prepare).
The tough feat. You can get away with a lower con score if you have this although clearly both a high con and tough is best.
Mirror image OR blink. You don't have enough spells known to have both. Also, unless you can know about the battle beforehand, putting up two purely defensive spells that only effect you is a lot of time in combat.
Shield, find a way to get it.
Magic items. If you have access to magic items consider the following: Ring of protection. Cloak of protection. Staff of power. Robes of the Archmagi. Staff of the magi. Animated shield. Braces of unarmed defense. Amulet of health. Many others. These won't all work together, and unless you have a very kind Gm, you're gunna be laughed at for asking for a couple of those, but worth a look. Using the robes of the archmagi, a +3 shield and a staff of power, my sorcerer has a 23 ac. With the right combination of spells (shield of faith and shield) his ac is 30. With the amulet of health and the tough feat his HP is 204 using averages.
Before spells, feats and the rest start with your perspective on the game your playing. Do you know the group well enough to predict actions? What are the groups weaknesses? What are the types of enemies you face?
Threat assessment can make the difference between a wipe and a walkthrough. To assess with time to implement proper protocols someone has to scout, if no one scouts hopefully you have someway of triggering the encounter with time to spare for evaluation. When you can determine what your facing you can determine how to kill it with minimal risk and maximum efficiency. If you manage this correctly and your party doesnt have inherent weaknesses that the threat can exploit you will (barring bad luck) prevail even against threats way in excess of your 'level'
In terms of spells - if your scouting a lot then invisibility, if not dragons breath, access to a single spell capable of doing 30d6+ damage of the element of your choice shouldn't be ignored. (if the enemy is dead they cant bother you, if the enemy is desperate to kill the fire breather when you cast it on the healer / low damage dealer then you aren't the target.)
Be cautious of avoiding damage by distance - if that distance separates you from the party. The first time you miss hidden foes or traps / hazards and move away from your allies it could also be your last.
Healing potions, antivenom and other personal 'oh fudgecakes' lubrication will also increase your survivability when things get so bad your dedicated flesh restorer cant get to you in time.
Good luck, there are some dangerous worlds out there inside DM's minds. But always take care, for moon druids never sleep.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Not exactly Yharim, its 3d6 a round for 10 rounds so thats the possible 30d6 with one target hit per round, more if multiple targets are hit or you upcast. Now your fights dont normally last for 10 rounds where foes stick in a nice 15' range of you but thats the potential of the spell - its better when you cast it on your familiar as a mage - the doombat bomber is terrifying. Casting it on an ally so they can outperform (caster with no spells left / healer type etc) their baseline and you can still cantrip and non concentration cast whilst they can be hit and DB isnt disrupted because your the one holding concentration.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Well now, in one round the most you could do with dragonsbreath is 3d6 fire, oil on the ground underneath them for 5 more + however much smoke powder kegs with exposed powder you just hit. You could get way over 30d6, but your in the radius at that point and survivability becomes a pipe dream :)
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I am looking for the best way to approach defense/survivability for my Sorcerer.
Right now I am Level 5 and using Mage Armor. Welcome all suggestions, thanks!
Learn Shield. It's invaluable. That plus mage armor will be good enough in most cases. If you have room in your spell list, Absorb Elements is also a good defensive spell, but I wouldn't call it necessary like shield.
There are some other good spells, including False Life (really only worth it if you have very low CON), Mirror Image (no concentration), or Misty Step (the ultimate escape spell).
If you feel so inclined, you can also multiclass to get medium or heavy armor proficiency, but I don't think that's required by any means.
Shield looks like the ticket, thanks! :)
I dont know which bloodline you went with, but if you are willing to take a level of multiclass, you will have some good options for picking up armor proficiency. I would recommend as follows:
Draconic - I suspect you aren't playing a draconic line because they tend to be more survivable than the others anyway, if you are but you want more, consider the Tough feat for extra hit points.
Wild - Arcana Cleric could work well here. Proficiency in Light and Medium armor as well as shields is never a bad thing, in addition you get an additional skill (arcana) and two Wizard cantrips as well as cleric spells and always prepared Detect Magic and Magic Missile.
Storm - a 1 level dip into Tempest Cleric will give you light, medium and heavy armor and shield proficiency and works really well thematically. (2nd level will give you access to one of the best channel divinity abilities in the game IMO)
Divine - Any cleric will work well thematically and will give you Light and medium armor and shields. Certain domains will also give heavy armor. Celestial pact warlock would also give you light armor proficiency and a small healing ability. In addition, you would have some spell slots you could sack out for metamagic points, all for 1 level.
Shadow - 1 level in monk will give you unarmored defense and allow you to add your wisdom and your dex to your AC, Alternatively, Hexblade pact warlock could work thematically and would give you the light armor proficiency as well as additional damage against cursed targets. A bonus mention here to Grave clerics who would give up to medium armor and shield proficiency, some healing spells, and (if you are willing to take a second level) the best channel divinity in the game (again, IMO).
It goes without saying that a level of fighter is always a good bet and would get you all of the armor and weapon proficiencies as well as a fighting style and Second wind. If you go with fighter consider going two levels to pick up action surge.
Make sure the DM has plenty of snacks and drinks.
Roleplaying since Runequest.
Ah yes, vital to everyone's survival!
We play in the pool room which is kept stocked - but important tip! :-)
Every sorcerer should have shield. Mirror image is another astoundingly good defensive spell. Gives most attacks a chance to miss, and it's not concentration! Again, you might not have many slots, but those two are life savers and well deserving of being there.
Tiefling Draconic sorcerer. Add infernal constitution and you're resistant to fire, cold and poison. Natural armour, plus a decent dex gets your AC way into the tasty range. Run mirror image and if an attack gets through all that, react with shield. It's stupidly survivable.
I like the recommendations for shield and mirror image but don’t forget blink at higher levels. Read it carefully, it effectively hides you 1/2 the time with no disadvantage. Good stuff.
Lot's of stuff ...
Laserwhit, thanks for pointing out Blink! Much coolness!
Quite welcome. I looked at blink the first few times and didn't fully understand it's power. Just a few days ago I decided to read it more closely and realized what it is actually doing. It takes you away from the action when things get dangerous (end of your turn) and brings you back just in time to be effective again (beginning of your next turn.) And another bonus "NO CONCENTRATION". Works perfectly with mirror image or other spells. Super Nice!
Lot's of stuff ...
broom of flying is an uncommon item, which means it's buyable, at least in Eberron.
Another vote for Blink, which stays useful into the highest levels of play. My sorcerer has gotten by with only Shield and Blink as pure defensive spells. It's a little risky, but simply being very careful where you're positioned relative to enemies and staying out of common attack range, can help you avoid attacks altogether.
Ok, small lie about NO disadvantage. The only disadvantage I can think of is that you lose the ability to react against the enemy with things like attacks of opportunity. Other than that there is no disadvantage. Also you get 10 extra feet of movement when you have a successful blink roll. Not to be forgotten.
Lot's of stuff ...
I am playing a (mostly) sorcerer atm that I have played all the way from level 1 and we are now at post level 20 play so I thought I'd leave my thoughts.
Firstly, get your con as high as possible, remember that improving Con effects Hit Points retroactively as well! (alternatively get an amulet of health, see magic items for more).
Take a 1 or 2 level dip into cleric. If you can make it work with your character I would throughly reccomed Tempest Cleric, their channel divinity pairs so well with high level sorcerer spells it's unbelievable (especially upcast chromatic orb that's been twinned). You also get access to all armour, shields and weapons this way. Grave cleric is a close runner up as their channel divinity is also very good (although they don't get the heavy armour or weapons). Because clerics are full casters you will keep up with the full casters in terms of spell slot level (although yuou will be behind in spell level you can prepare).
The tough feat. You can get away with a lower con score if you have this although clearly both a high con and tough is best.
Mirror image OR blink. You don't have enough spells known to have both. Also, unless you can know about the battle beforehand, putting up two purely defensive spells that only effect you is a lot of time in combat.
Shield, find a way to get it.
Magic items. If you have access to magic items consider the following: Ring of protection. Cloak of protection. Staff of power. Robes of the Archmagi. Staff of the magi. Animated shield. Braces of unarmed defense. Amulet of health. Many others. These won't all work together, and unless you have a very kind Gm, you're gunna be laughed at for asking for a couple of those, but worth a look. Using the robes of the archmagi, a +3 shield and a staff of power, my sorcerer has a 23 ac. With the right combination of spells (shield of faith and shield) his ac is 30. With the amulet of health and the tough feat his HP is 204 using averages.
Before spells, feats and the rest start with your perspective on the game your playing. Do you know the group well enough to predict actions? What are the groups weaknesses? What are the types of enemies you face?
Threat assessment can make the difference between a wipe and a walkthrough. To assess with time to implement proper protocols someone has to scout, if no one scouts hopefully you have someway of triggering the encounter with time to spare for evaluation. When you can determine what your facing you can determine how to kill it with minimal risk and maximum efficiency. If you manage this correctly and your party doesnt have inherent weaknesses that the threat can exploit you will (barring bad luck) prevail even against threats way in excess of your 'level'
In terms of spells - if your scouting a lot then invisibility, if not dragons breath, access to a single spell capable of doing 30d6+ damage of the element of your choice shouldn't be ignored. (if the enemy is dead they cant bother you, if the enemy is desperate to kill the fire breather when you cast it on the healer / low damage dealer then you aren't the target.)
Be cautious of avoiding damage by distance - if that distance separates you from the party. The first time you miss hidden foes or traps / hazards and move away from your allies it could also be your last.
Healing potions, antivenom and other personal 'oh fudgecakes' lubrication will also increase your survivability when things get so bad your dedicated flesh restorer cant get to you in time.
Good luck, there are some dangerous worlds out there inside DM's minds. But always take care, for moon druids never sleep.
Surely you mean 3d6?
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Not exactly Yharim, its 3d6 a round for 10 rounds so thats the possible 30d6 with one target hit per round, more if multiple targets are hit or you upcast. Now your fights dont normally last for 10 rounds where foes stick in a nice 15' range of you but thats the potential of the spell - its better when you cast it on your familiar as a mage - the doombat bomber is terrifying. Casting it on an ally so they can outperform (caster with no spells left / healer type etc) their baseline and you can still cantrip and non concentration cast whilst they can be hit and DB isnt disrupted because your the one holding concentration.
Ah, gotcha. I was thinking you meant in a single round.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Well now, in one round the most you could do with dragonsbreath is 3d6 fire, oil on the ground underneath them for 5 more + however much smoke powder kegs with exposed powder you just hit. You could get way over 30d6, but your in the radius at that point and survivability becomes a pipe dream :)