Your English is flawless in terms of common usage. If you had not pointed out that it is your second language I would never have guessed that you were not a native speaker.
That said, this build works nicely. The only thing I could offer would be to bonus action cast Scorching Ray (edit: with Quickened spell), as it provides more attack rolls and thus a chance for more critical hits. When you have Agonizing Blast from warlock, an Eldritch Blast will deal 1d10+5 per hit which is 10.5 damage on average; on a crit this increases to 2d10+5, or 16 on average.
Scorching ray does 2d6 a hit (7 on average) which increases to 4d6 (14). This is less damage than Eldritch Blast, but you get 3 rays from a 2nd level slot, which will out damage Eldritch Blast when you get it and the ability to cast at a higher level will see you with more damage than Eldritch Blast for most of the game. That said, there does come a point where the lack of using a spell slot is more important than total damage, and I wouldn't recommend spending high level slots for this purpose.
Wild Magic sorcerer works well, but you have several methods for getting advantage so adding one more in the form of Tides of Chaos is nice but unnecessary. If you are going to concentrate, Faerie fire is great as it helps allies, but also consider Greater Invisibility as it will also give you a defensive edge. Being unseen also prevents counterspell being used on your spells.
If you're going crit fishing get eldritch smite as soon as you can. Smite crits can do incredible damage. This is a melee build though, but the cursed enemy is less effective against you. Getting booming blade and warcaster will also help. Especially if your dm lets you eventually get Illusionist Bracers.
For ranged Eldritch Blast is superior as it will soon do more damage and you can improve it and it doesn't use spell slots. You can also combine with things like lance of lethargy and grasp of hadar to slow the enemy and pull them closer to you for using your hexblade smites.
You might also want to consider a 2-level dip into Fighter for Action Surge and Fighting Style and Second Wind. All of which really help.
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When you first get it at level 3, it does 3 rays for 2d6 each (7 average, for a total of 21 average damage if all hit). At that level Eldritch Blast, even with agonizing blast, you are looking at 1d10+3 damage as you haven't had a chance to up your charisma yet, for an average of 8.5 total.
Assuming you have both AND an asi (character level 6) this means that your E.blast is doing 2d10+8, or an average of 19 damage per cast. This is still lower than a base level scorching ray. Critical hits favor Scorching Ray, as each crit adds an average of 7 damage to your spell cast vs an average of 5.5 damage to your spell cast of E.Blast. 19 is pretty close to 21, and the argument that it doesnt cost a spell slot has a lot of merit here. The main benefit of Scorching Ray here is that you get another attack roll, increasing your chance to hit and chance to crit via number of attacks. You also have the option of casting at 3rd level, but this is situational... a fireball can do as much damage to an entire enemy party as this will accomplish against a single target, but Scorching Ray does have the advantage of being able to crit and avoid your own party members.
By the time you get to character level 11 you can have 2-3 levels in Warlock and 8-9 in sorcerer, so you have a second asi by the time your cantrips improve again. At this point, an average cast of E.blast does 3d10+15 damage (average 31.5 damage). This does exceed a base level scorching ray outright, and you would have to cast Scorching Ray at 4th (!) Level to beat this average damage. I wouldnt recommend spending a 4th unless you are invested in the spell as a core character mechanic.
That said, it takes until 11th level for this to be less effective, which is a significant portion of play. Some parties never get much past the 11th level. Scorching Ray does use resources, but if you are using this character concept and want a "special move" then Scorching Ray can make for a suitable spell. Bonus action casting a high level Scorching Ray (again, personally not my thing) and then action casting E.blast makes for an impressive number of attack rolls as well as a stunning mental image of your character bursting with power.
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Does it work with spells?
Yes. It works on anything that involves an attack roll.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
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Hello everybody,
I had the idea to consider whether a crit fishing sorcerer could work.
This is what my current idea looks like: https://ddb.ac/characters/30183583/LcVl4f
Race: half-elf drow (get Faerie Fire & Feat Elven Accuracy)
Class: 1 Level Warlock - Hexblade (Hexblade´s Curse) / X Level Wild Magic Sorcerer (Tides of Chaos)
Spells:
Hold Person/ Hold Monster (be paralyzed for the duration)
Faerie Fire (get advantage) or something similar with advantage
The Sorcery Points allow you to gain an advantage and still attack with a Cantrips.
I haven't thought of more, but maybe you still have ideas or good arguments why that can't work.
English is not my first language, so I hope that it is understandable and you forgive me for one or the other mistakes ;)
Your English is flawless in terms of common usage. If you had not pointed out that it is your second language I would never have guessed that you were not a native speaker.
That said, this build works nicely. The only thing I could offer would be to bonus action cast Scorching Ray (edit: with Quickened spell), as it provides more attack rolls and thus a chance for more critical hits. When you have Agonizing Blast from warlock, an Eldritch Blast will deal 1d10+5 per hit which is 10.5 damage on average; on a crit this increases to 2d10+5, or 16 on average.
Scorching ray does 2d6 a hit (7 on average) which increases to 4d6 (14). This is less damage than Eldritch Blast, but you get 3 rays from a 2nd level slot, which will out damage Eldritch Blast when you get it and the ability to cast at a higher level will see you with more damage than Eldritch Blast for most of the game. That said, there does come a point where the lack of using a spell slot is more important than total damage, and I wouldn't recommend spending high level slots for this purpose.
Wild Magic sorcerer works well, but you have several methods for getting advantage so adding one more in the form of Tides of Chaos is nice but unnecessary. If you are going to concentrate, Faerie fire is great as it helps allies, but also consider Greater Invisibility as it will also give you a defensive edge. Being unseen also prevents counterspell being used on your spells.
@Barathol_Creed - Thanks a lot!
I hadn't read the spell at all, after 2d6 it was out. I missed the 3 rays :)
But it's really cool for the build.
If you're going crit fishing get eldritch smite as soon as you can. Smite crits can do incredible damage. This is a melee build though, but the cursed enemy is less effective against you. Getting booming blade and warcaster will also help. Especially if your dm lets you eventually get Illusionist Bracers.
For ranged Eldritch Blast is superior as it will soon do more damage and you can improve it and it doesn't use spell slots. You can also combine with things like lance of lethargy and grasp of hadar to slow the enemy and pull them closer to you for using your hexblade smites.
You might also want to consider a 2-level dip into Fighter for Action Surge and Fighting Style and Second Wind. All of which really help.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Fighter2 is a good call out.
As for scorching ray it is situationally better.
When you first get it at level 3, it does 3 rays for 2d6 each (7 average, for a total of 21 average damage if all hit). At that level Eldritch Blast, even with agonizing blast, you are looking at 1d10+3 damage as you haven't had a chance to up your charisma yet, for an average of 8.5 total.
Assuming you have both AND an asi (character level 6) this means that your E.blast is doing 2d10+8, or an average of 19 damage per cast. This is still lower than a base level scorching ray. Critical hits favor Scorching Ray, as each crit adds an average of 7 damage to your spell cast vs an average of 5.5 damage to your spell cast of E.Blast. 19 is pretty close to 21, and the argument that it doesnt cost a spell slot has a lot of merit here. The main benefit of Scorching Ray here is that you get another attack roll, increasing your chance to hit and chance to crit via number of attacks. You also have the option of casting at 3rd level, but this is situational... a fireball can do as much damage to an entire enemy party as this will accomplish against a single target, but Scorching Ray does have the advantage of being able to crit and avoid your own party members.
By the time you get to character level 11 you can have 2-3 levels in Warlock and 8-9 in sorcerer, so you have a second asi by the time your cantrips improve again. At this point, an average cast of E.blast does 3d10+15 damage (average 31.5 damage). This does exceed a base level scorching ray outright, and you would have to cast Scorching Ray at 4th (!) Level to beat this average damage. I wouldnt recommend spending a 4th unless you are invested in the spell as a core character mechanic.
That said, it takes until 11th level for this to be less effective, which is a significant portion of play. Some parties never get much past the 11th level. Scorching Ray does use resources, but if you are using this character concept and want a "special move" then Scorching Ray can make for a suitable spell. Bonus action casting a high level Scorching Ray (again, personally not my thing) and then action casting E.blast makes for an impressive number of attack rolls as well as a stunning mental image of your character bursting with power.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Does it work with spells?
Yes. It works on anything that involves an attack roll.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.