So I've been reading online about the Sorcerer class I'm playing
I've chosen to be a Shadow Sorcerer with fire damage as my main focus.
Although, all I can read online is that many enemies are fire resistant and I want options in my hand when facing those type of creature
We all know its better to diversify anyway when you encounter something immune to your magic
So far, Sorcerer is ok, I mean if you start using all your cool spell with True Strike of course so that you don't waste them....you can do some good amount of damage...but then you're render useless until you get an 8 hours sleep...which never happens...so
On top of knowing I'll have a maximum of 16 spells (if I include the one with my Shadow feature)…. let me wonder about multi-classing.... Warlock becomes the best options as I wouldn't melee combat and Wizard requires Int instead of Cha
I have a friend in the party, playing a Warlock with Eldritch Blast.... much better than my Firebolt cantrip...if you pick agonizing blast and repelling blast (but I might want to take armor of shadow) + this would all fit with the backstory I've created for my sorcerer
So online I could find some resource saying how good it becomes when using Eldritch Blast and potentially Quickened spell, some even say OP but I'm not sure...I mean the shapeshifting bear druid we got is hitting multiple times per turn for a good amount of damage...
So anyway, Eldritch Blast says: "The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam."
Is it lvl 5 in Warlock? or it's like an overall of my Sorcerer lvl and Warlock level.... because if its Warlock lvl, it wouldn't be great at all...merely at the beginning...
So i'm wondering if in the end game I should target lvl 17 sorcerer and 3 warlock or 18/2 somewhere along these lines...
Where do I chose that? is that part of a class? specific lvl?
When your class gets an Ability Score Increase (ASI) you can choose a Feat instead of raising the ability score. If you were to go Dragon Sorcerer instead of Shadow you gain always on Mage Armor and 1 extra Hit Point for every level you gain as a sorcerer. ASI's are based on the class level not your total level if it is different like Sorcerer 4, Warlock 3 you only gain the Sorcerer ASI but if you went to Warlock 4 you would gain that classes first ASI.
Yeah, I really to play Shadow, even though Draconic does give some nice bonuses has you've stated....
Shadow does fit my background story.... and thus probably increasing a reason as of why to pick multi class with Warlock...so that I can get some equivalent AC....even though I have to cast it every 5 minutes...
Second, how to sorlock: take 3 levels of hexblade warlock with pact of the tome. Benefits:
Hexblade gives you proficiency in medium armor, shields, and martial weapons, a curse to deal more damage to a target once per short rest, and the ability to use your charisma with your favorite one handed weapon.
Pact of the tome gives you 3 more cantrips from any class (grab some good druid and cleric exclusive ones) and access to the book of ancient secrets invocation (basically the ritual caster feat for all classes put together).
And being a 3rd level warlock gets you 2 extra level 2 spell slots that recover on short rests which you can burn for sorcery points.
You will have more cantrips than other casters. Agonizing blast deals more damage than any other empowered cantrip. Your weapon damage is better than most caster builds. Your AC with shield is much better than mage armor. You can cast more rituals than the wizard. You get the equivalent of the sorcerer's level 20 ability as early as level 6. You still get level 9 spells at level 20.
Downsides:
You lose out on 1 ASI.
You lose the sorcerer's level 18 origin feature.
You only get 2 warlock invocations.
You will be slightly behind gaining new spell levels.
Taking any more warlock levels will start costing high level spells down the line.
i've read about hexblade build.....it is powerful indead but im not sure i want to go melee/close range...
Although, being able to wear an armor and shield does give some nice build options... instead of picking mage armor, you can take both bonuses on the eldritch blast....
i mean the first issue to me for the Shadow Sorcerer is the AC, and then the second issue to address is the cantrip damage....and they would be addressed this way
although im not looking necessarly to be OP, but more of taking care of my weakenesses, i may end up taking a built consider OP in the rebound....
it may even be better thinking of that darkness spell at close range....
it is to note that i may end up being overencumber of wearing shield and armor as i dont have much strenght....or may just use an armor to make sur that my hand is free for spellcasting...well it depends on the game dynamics....
Dips into Hexblade don't have to go melee... but those moments you do.. it is nice to have the +cha to attack and damage
Hex Blade's curse is also usable with any ranged attack roll... so eldritch blast(or any attack roll cantrip or spell) could crit on 19 or 20... and heal you if you get the killing blow
To fit with your shadow/fire theme... Hexblade is better then Fiend imho... but Great Old one could fit in that mold a bit.
wondering if i should lvl1 sorcerer, lvl3 warlock and the rest sorcerer and have a harder time at the beginning....instead of sorcerer 5 warlock 3 and then sorcerer
at the moment, i am lvl 3 sorcerer but until we get to lvl4 we are allowed to change our character between sessions as we want...since we are all new ....it gives us a bit of time to test and see how that goes...but after that we will be locked
so i could flip right away to sorcerer 1 and warlock 2 get done quickly with warlock.....of course i would miss a bit on the fireball and the first bonus that i would get at a later time
then the question would be eldritch blast, ill be taking the damage bonus....
then do i want to play with mage armor or wear an armor and be encumbered.....on the other hand if im encumbered...i can push them away 10 yards....
or i pick the feat where you never go to sleep....nice feature...but it feels the first 2 selection needs to be between the previous 3
also wondering if a barbarian can get a free hit on an ennemy that gets push out of his engage stance
was probably gonna use a quarterstaff as my arcane focus as well...just learned that it can be a focus and probably use that cha bonus from that hexo on my quarter staff....never mind, doesn't work on 2 hand weapons...
sure shield would be better...but it makes it more real....as i can get a free hand anytime
I recommend going sorcerer 3 then warlock 3 then sorcerer rest of the way.
For invocations you will want agonizing blast and either repelling blast or book of ancient secrets.
How low is your STR that you are worried about 26lb of breastplate and shield over encumbering you? If you are worried about loot get a bag of holding.
Attacks of opportunity can only be made against willing movement.
The quarterstaff is versatile, so it can be used 1 handed.
Weapons can be drawn and stowed once per turn as a free action, and you are not melee focused anyway. You can get the war caster feat later if you really want to always have a weapon in hand.
In order to make mage armor better than medium armor, you will have to spend half your ASIs on it, which you should be using on CHA or feats.
8 STR, at 40lbs, you already get -10 movement as we play with the entire encumbrance rule
I could exchange at most INT with STR ...but that would give me 50lbs before being encumber...which isn't much better anyway
Could exchange CON with DEX and that mage armor would be equivalent of a Breatplate… now of course if I want the option to wear a shield, then it is better the shield and armor...
I've got rid of a bunch of stuff as you can see....and could eventually get rid of a few more...but the list grows thin
Dagger, bedroll that's 8 lbs....another 7 lbs if I choose not to carry my cartographer kit on myself...
Encumbrance: 39.78
Encumbrance Capacity: 120
Dagger: Weight 1 lbs | Cost 2 GP
Bedroll: Weight 7 lbs | Cost 1 GP
Cartographer’s Tools: Weight 6 lbs | Cost 15 GP (Part of my backstory, customized background)
Case, Map, Scroll: Weight 1 lbs | Cost 1 GP
Clothes, Traveler’s: Weight 4 lbs | Cost 2 GP
Ink Pen and Vial: Weight 0 lbs | Cost 1 GP
Ration (1 day) (3): Weight 2 lbs | Cost 0.5 GP
Staff (arcane focus): Weight 4 lbs | Cost 5 GP -> Will change to quarterstaff
Crystal (hooked on top of arcane focus Staff): Weight 5 lbs | Cost 50 GP
Waterskin: Weight 5 lbs | Cost 0.2 GP
Some gold...
Made an Half Elf 8/14/16/10/12/16. 2 ASIs would be good enough to get CHA to 20. but I would have to consider all the features available....read some good ones
I don't like the variant encumberance rules, but if your campaign is going for harsher realism, there is a very real solution to the problem. Keep your inventory under 80lb (-10 feet movement) and drop your bag when battle starts to move freely. Your armor, shield, clothes, and staff will all way under 40lb, so you wont be encumbered.
yeah, i like the concept, but i dont like how it is applied...
i mean if it was 1/2 and 3/4 instead of 1/3 2/3, that would give some room....and an easier way to account for what i think they should be doing: make better use of the weight distribution... maybe something that you wear should be half its weight....(could be applied toward movement impair only...half weight for impair and full weight toward the maximum you can carry) a backpack is 6 lbs....it is supose to help you carrying stuff, not sink you....
so i think how the rules is made is kind of flawed
it is more a rule of play with a hand attach in your back to make the game harder than one to make more realism to me
So I've been reading online about the Sorcerer class I'm playing
I've chosen to be a Shadow Sorcerer with fire damage as my main focus.
Although, all I can read online is that many enemies are fire resistant and I want options in my hand when facing those type of creature
We all know its better to diversify anyway when you encounter something immune to your magic
So far, Sorcerer is ok, I mean if you start using all your cool spell with True Strike of course so that you don't waste them....you can do some good amount of damage...but then you're render useless until you get an 8 hours sleep...which never happens...so
On top of knowing I'll have a maximum of 16 spells (if I include the one with my Shadow feature)…. let me wonder about multi-classing.... Warlock becomes the best options as I wouldn't melee combat and Wizard requires Int instead of Cha
I have a friend in the party, playing a Warlock with Eldritch Blast.... much better than my Firebolt cantrip...if you pick agonizing blast and repelling blast (but I might want to take armor of shadow) + this would all fit with the backstory I've created for my sorcerer
So online I could find some resource saying how good it becomes when using Eldritch Blast and potentially Quickened spell, some even say OP but I'm not sure...I mean the shapeshifting bear druid we got is hitting multiple times per turn for a good amount of damage...
So anyway, Eldritch Blast says: "The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam."
Is it lvl 5 in Warlock? or it's like an overall of my Sorcerer lvl and Warlock level.... because if its Warlock lvl, it wouldn't be great at all...merely at the beginning...
So i'm wondering if in the end game I should target lvl 17 sorcerer and 3 warlock or 18/2 somewhere along these lines...
Where do I chose that? is that part of a class? specific lvl?
When your class gets an Ability Score Increase (ASI) you can choose a Feat instead of raising the ability score. If you were to go Dragon Sorcerer instead of Shadow you gain always on Mage Armor and 1 extra Hit Point for every level you gain as a sorcerer. ASI's are based on the class level not your total level if it is different like Sorcerer 4, Warlock 3 you only gain the Sorcerer ASI but if you went to Warlock 4 you would gain that classes first ASI.
Yeah, I really to play Shadow, even though Draconic does give some nice bonuses has you've stated....
Shadow does fit my background story.... and thus probably increasing a reason as of why to pick multi class with Warlock...so that I can get some equivalent AC....even though I have to cast it every 5 minutes...
First, mage armor lasts for 8 hours.
Second, how to sorlock: take 3 levels of hexblade warlock with pact of the tome. Benefits:
Downsides:
thank you for your input, pretty clear
i've read about hexblade build.....it is powerful indead but im not sure i want to go melee/close range...
Although, being able to wear an armor and shield does give some nice build options... instead of picking mage armor, you can take both bonuses on the eldritch blast....
i mean the first issue to me for the Shadow Sorcerer is the AC, and then the second issue to address is the cantrip damage....and they would be addressed this way
although im not looking necessarly to be OP, but more of taking care of my weakenesses, i may end up taking a built consider OP in the rebound....
it may even be better thinking of that darkness spell at close range....
it is to note that i may end up being overencumber of wearing shield and armor as i dont have much strenght....or may just use an armor to make sur that my hand is free for spellcasting...well it depends on the game dynamics....
Dips into Hexblade don't have to go melee... but those moments you do.. it is nice to have the +cha to attack and damage
Hex Blade's curse is also usable with any ranged attack roll... so eldritch blast(or any attack roll cantrip or spell) could crit on 19 or 20... and heal you if you get the killing blow
To fit with your shadow/fire theme... Hexblade is better then Fiend imho... but Great Old one could fit in that mold a bit.
wondering if i should lvl1 sorcerer, lvl3 warlock and the rest sorcerer and have a harder time at the beginning....instead of sorcerer 5 warlock 3 and then sorcerer
at the moment, i am lvl 3 sorcerer but until we get to lvl4 we are allowed to change our character between sessions as we want...since we are all new ....it gives us a bit of time to test and see how that goes...but after that we will be locked
so i could flip right away to sorcerer 1 and warlock 2 get done quickly with warlock.....of course i would miss a bit on the fireball and the first bonus that i would get at a later time
then the question would be eldritch blast, ill be taking the damage bonus....
then do i want to play with mage armor or wear an armor and be encumbered.....on the other hand if im encumbered...i can push them away 10 yards....
or i pick the feat where you never go to sleep....nice feature...but it feels the first 2 selection needs to be between the previous 3
also wondering if a barbarian can get a free hit on an ennemy that gets push out of his engage stance
was probably gonna use a quarterstaff as my arcane focus as well...just learned that it can be a focus and probably use that cha bonus from that hexo on my quarter staff....never mind, doesn't work on 2 hand weapons...
sure shield would be better...but it makes it more real....as i can get a free hand anytime
Well if I look at the armor
Breastplate which seem the better choice is AC 14 +2 from Dex so 16
Now with mage armor I would get AC 13 +2 from dex….if I increase Dex, then I get more, while the other one is locked at +2 max
Interesting....of course a shield makes all the difference...but I didn't intend to play with a shield...
I recommend going sorcerer 3 then warlock 3 then sorcerer rest of the way.
For invocations you will want agonizing blast and either repelling blast or book of ancient secrets.
How low is your STR that you are worried about 26lb of breastplate and shield over encumbering you? If you are worried about loot get a bag of holding.
Attacks of opportunity can only be made against willing movement.
The quarterstaff is versatile, so it can be used 1 handed.
Weapons can be drawn and stowed once per turn as a free action, and you are not melee focused anyway. You can get the war caster feat later if you really want to always have a weapon in hand.
In order to make mage armor better than medium armor, you will have to spend half your ASIs on it, which you should be using on CHA or feats.
8 STR, at 40lbs, you already get -10 movement as we play with the entire encumbrance rule
I could exchange at most INT with STR ...but that would give me 50lbs before being encumber...which isn't much better anyway
Could exchange CON with DEX and that mage armor would be equivalent of a Breatplate… now of course if I want the option to wear a shield, then it is better the shield and armor...
I've got rid of a bunch of stuff as you can see....and could eventually get rid of a few more...but the list grows thin
Dagger, bedroll that's 8 lbs....another 7 lbs if I choose not to carry my cartographer kit on myself...
Encumbrance: 39.78
Encumbrance Capacity: 120
Dagger: Weight 1 lbs | Cost 2 GP
Bedroll: Weight 7 lbs | Cost 1 GP
Cartographer’s Tools: Weight 6 lbs | Cost 15 GP (Part of my backstory, customized background)
Case, Map, Scroll: Weight 1 lbs | Cost 1 GP
Clothes, Traveler’s: Weight 4 lbs | Cost 2 GP
Ink Pen and Vial: Weight 0 lbs | Cost 1 GP
Ration (1 day) (3): Weight 2 lbs | Cost 0.5 GP
Staff (arcane focus): Weight 4 lbs | Cost 5 GP -> Will change to quarterstaff
Crystal (hooked on top of arcane focus Staff): Weight 5 lbs | Cost 50 GP
Waterskin: Weight 5 lbs | Cost 0.2 GP
Some gold...
Made an Half Elf 8/14/16/10/12/16. 2 ASIs would be good enough to get CHA to 20. but I would have to consider all the features available....read some good ones
I don't like the variant encumberance rules, but if your campaign is going for harsher realism, there is a very real solution to the problem. Keep your inventory under 80lb (-10 feet movement) and drop your bag when battle starts to move freely. Your armor, shield, clothes, and staff will all way under 40lb, so you wont be encumbered.
yeah, i like the concept, but i dont like how it is applied...
i mean if it was 1/2 and 3/4 instead of 1/3 2/3, that would give some room....and an easier way to account for what i think they should be doing: make better use of the weight distribution... maybe something that you wear should be half its weight....(could be applied toward movement impair only...half weight for impair and full weight toward the maximum you can carry) a backpack is 6 lbs....it is supose to help you carrying stuff, not sink you....
so i think how the rules is made is kind of flawed
it is more a rule of play with a hand attach in your back to make the game harder than one to make more realism to me
I recommend using normal encumbrance.
If you do use variant encumbrance, get a mule with starting gold, and get a bag of holding as soon as possible.
yeah, well i'm not the GM.....so ill keep your recommendation in mind........