Hello! I discovered that there are adventures League games played every second saturday near where I live. As I have neved played d&d before I was hoping to get character advice in here. I do not want a character that "overshadows" others and take to much "room" in the group, but I do not want something that has party has to carry either. As I am new I want something a bit basic in the gameplay so I do not slow down the play session. I do not mind if the character construction process is a bit conplex, that I can solve by reading books and plan before.
My idea was to start with 2 levels in celestial warlock to get a decent base level damage and then switch to divine soul sorcerer. The idea was more or less to use eldritch blast in the action (to contribute some to the groups damage) and use the bonus action for healing word (as far as the spell slots last) to help the party members. For eldritch invocations I thought agonizing blast and repelling blast. For race choise human (easy for a beginner?) variant with the feat spell sniper to remove some of the possible ranged spell attack modifyers to simplify for me further.
Does it sound like a decent idea, or is there some big flaw with it?
Until you play your character at level 5, you can ‘rebuild it’....change pretty much everything about it....so it doesn’t matter...roll a character, play, and adjust as you learn
Also, don't worry about "overshadowing" other players at the table. You never know who will show up, what their characters will be or how optimized they are. There can be everything from maximally optimized to ones with "suboptimal" choices but as long as the character has at least 14 in their primary stat they will contribute reasonably well. My advice is to just play what you feel like playing.
A sorlock is a strong character for single target damage, with your choice of agonizing and repelling blast you will contribute quite reasonable, scalable ranged damage. You also have lots of healing available to contribute to the support role so overall that character should work fine.
Finally, as mentioned, nothing is final except your character name until after playing your first adventure at level 5. You can completely redo your character as much as you like prior to this trying out different types of characters and play styles. So if you find you get bored with eldritch blast spam by level 4 you can switch it up for level 5 but whatever choices are made at that point are final.
Although I have to say it's pretty ballsy to decide to go for a multiclass spellcaster as your first ever D&D character. Still, you have a reliable, straightforward plan in place, so I say go for it.
One additional comment :) ... Spell Sniper is a bit of a niche feat in AL.
Almost all the encounters in AL start within 120' and usually more like 30' to 60'. The sides then close with melee engaging opponents and ranged standing back a bit. Spell sniper doubles the range of attack roll spells. Most of the attack roll spells are cantrips though there are a few exceptions and these are mostly 1st level. Spell sniper does allow you to ignore half and three-quarters cover but cover is very DM dependent even in AL. Some DMs don't pay much attention to it while others will often use the +2 partial cover if you are firing into melee past team mates.
The main use of the Spell Sniper feat in AL (in my experience) is to extend the range of the melee cantrips (booming blade, green flame blade) from the Sword Coast Adventurers Guide. Spell Sniper allows these spells to be used with reach weapons like a whip/glaive/greatsword etc. However, in your case, your +1 source for building your character is Xanathar's Guide to Everything since that is where your class archetypes are published. This means that you can't use the melee cantrips at all because they come from an inaccessible source book. As a result, Spell Sniper will give you a cantrip, extended range and the ability to ignore cover but cover is DM dependent and in most AL situations the extended range won't be used so there may be better feat choices in your case.
Resilient (for con or wis depending on whether you start Sorcerer or Warlock) (Constitution and Wisdom saving throws are among the most important)
Ritual Caster (wizard) - gives you access to all wizard ritual spells which you can copy into your ritual spell book. This offers a lot of utility.
War caster - advantage on concentration (constitution saving throws), cast a cantrip when you gain an opportunity attack, can cast spells with items in both hands, This is a bit less useful if you don't use a shield and thus will always have a hand available.
One additional comment, as a human you do not have darkvision and thus will need a light source if the party is operating in the dark. There is a fair bit of AL content where lighting and darkness do play a role so it can be worth taking Devils Sight rather than repelling blast to give a human the ability to see perfectly in the dark. In dim light the human would be the same as a character with darkvision in darkness so it works reasonably well to get around the lack of darkvision.
Thank you for all the advice! I adjusted my plans a bit after reading this. As spell sniper do not seem as important as I thought I will make a half elf instead, to get higher stats and darkvision from start.
A few questions: in case a party member and an enemy is in close combat and I push the enemy back With eldrich/repelling blast, would that trigger an attack of opertunity?
When this character multiclass from warlock to sorcerer, will he get proficiency in con saving throws (from the sorcerer)? Will he get any of the normal profission skills from sorcerer?
Attacks of Opportunity explicitly only trigger if an enemy is moving willingly (although this includes if they move as the result of a charm spell). The push back can be useful, though, if you have an ally pinned down by an opponent, and you want to shove the opponent so your ally can move on their turn without triggering an attack of opportunity.
Attacks of Opportunity explicitly only trigger if an enemy is moving willingly (although this includes if they move as the result of a charm spell). The push back can be useful, though, if you have an ally pinned down by an opponent, and you want to shove the opponent so your ally can move on their turn without triggering an attack of opportunity.
Also for push/pulling opponents into terrain or ongoing spell AoEs.
Thank you for all the advice! I adjusted my plans a bit after reading this. As spell sniper do not seem as important as I thought I will make a half elf instead, to get higher stats and darkvision from start.
A few questions: in case a party member and an enemy is in close combat and I push the enemy back With eldrich/repelling blast, would that trigger an attack of opertunity?
When this character multiclass from warlock to sorcerer, will he get proficiency in con saving throws (from the sorcerer)? Will he get any of the normal profission skills from sorcerer?
1) Repelling blast does not trigger opportunity attacks since the target is not using their own movement (other spells like Dissonant Whispers) force the target to move using their movement and do trigger opportunity attacks.
2) You only receive the saving throw proficiencies of your first class taken. You also don't receive any additional skills when multiclassing into sorcerer. Look at the multiclassing rules in chapter 6 to find out what you get when you multiclass.
Hello!
I discovered that there are adventures League games played every second saturday near where I live. As I have neved played d&d before I was hoping to get character advice in here.
I do not want a character that "overshadows" others and take to much "room" in the group, but I do not want something that has party has to carry either. As I am new I want something a bit basic in the gameplay so I do not slow down the play session. I do not mind if the character construction process is a bit conplex, that I can solve by reading books and plan before.
My idea was to start with 2 levels in celestial warlock to get a decent base level damage and then switch to divine soul sorcerer. The idea was more or less to use eldritch blast in the action (to contribute some to the groups damage) and use the bonus action for healing word (as far as the spell slots last) to help the party members. For eldritch invocations I thought agonizing blast and repelling blast. For race choise human (easy for a beginner?) variant with the feat spell sniper to remove some of the possible ranged spell attack modifyers to simplify for me further.
Does it sound like a decent idea, or is there some big flaw with it?
Until you play your character at level 5, you can ‘rebuild it’....change pretty much everything about it....so it doesn’t matter...roll a character, play, and adjust as you learn
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks
Also, don't worry about "overshadowing" other players at the table. You never know who will show up, what their characters will be or how optimized they are. There can be everything from maximally optimized to ones with "suboptimal" choices but as long as the character has at least 14 in their primary stat they will contribute reasonably well. My advice is to just play what you feel like playing.
A sorlock is a strong character for single target damage, with your choice of agonizing and repelling blast you will contribute quite reasonable, scalable ranged damage. You also have lots of healing available to contribute to the support role so overall that character should work fine.
Finally, as mentioned, nothing is final except your character name until after playing your first adventure at level 5. You can completely redo your character as much as you like prior to this trying out different types of characters and play styles. So if you find you get bored with eldritch blast spam by level 4 you can switch it up for level 5 but whatever choices are made at that point are final.
Although I have to say it's pretty ballsy to decide to go for a multiclass spellcaster as your first ever D&D character. Still, you have a reliable, straightforward plan in place, so I say go for it.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
One additional comment :) ... Spell Sniper is a bit of a niche feat in AL.
Almost all the encounters in AL start within 120' and usually more like 30' to 60'. The sides then close with melee engaging opponents and ranged standing back a bit. Spell sniper doubles the range of attack roll spells. Most of the attack roll spells are cantrips though there are a few exceptions and these are mostly 1st level. Spell sniper does allow you to ignore half and three-quarters cover but cover is very DM dependent even in AL. Some DMs don't pay much attention to it while others will often use the +2 partial cover if you are firing into melee past team mates.
The main use of the Spell Sniper feat in AL (in my experience) is to extend the range of the melee cantrips (booming blade, green flame blade) from the Sword Coast Adventurers Guide. Spell Sniper allows these spells to be used with reach weapons like a whip/glaive/greatsword etc. However, in your case, your +1 source for building your character is Xanathar's Guide to Everything since that is where your class archetypes are published. This means that you can't use the melee cantrips at all because they come from an inaccessible source book. As a result, Spell Sniper will give you a cantrip, extended range and the ability to ignore cover but cover is DM dependent and in most AL situations the extended range won't be used so there may be better feat choices in your case.
Resilient (for con or wis depending on whether you start Sorcerer or Warlock) (Constitution and Wisdom saving throws are among the most important)
Ritual Caster (wizard) - gives you access to all wizard ritual spells which you can copy into your ritual spell book. This offers a lot of utility.
War caster - advantage on concentration (constitution saving throws), cast a cantrip when you gain an opportunity attack, can cast spells with items in both hands, This is a bit less useful if you don't use a shield and thus will always have a hand available.
One additional comment, as a human you do not have darkvision and thus will need a light source if the party is operating in the dark. There is a fair bit of AL content where lighting and darkness do play a role so it can be worth taking Devils Sight rather than repelling blast to give a human the ability to see perfectly in the dark. In dim light the human would be the same as a character with darkvision in darkness so it works reasonably well to get around the lack of darkvision.
Thank you for all the advice! I adjusted my plans a bit after reading this. As spell sniper do not seem as important as I thought I will make a half elf instead, to get higher stats and darkvision from start.
A few questions: in case a party member and an enemy is in close combat and I push the enemy back With eldrich/repelling blast, would that trigger an attack of opertunity?
When this character multiclass from warlock to sorcerer, will he get proficiency in con saving throws (from the sorcerer)? Will he get any of the normal profission skills from sorcerer?
Attacks of Opportunity explicitly only trigger if an enemy is moving willingly (although this includes if they move as the result of a charm spell). The push back can be useful, though, if you have an ally pinned down by an opponent, and you want to shove the opponent so your ally can move on their turn without triggering an attack of opportunity.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Also for push/pulling opponents into terrain or ongoing spell AoEs.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
1) Repelling blast does not trigger opportunity attacks since the target is not using their own movement (other spells like Dissonant Whispers) force the target to move using their movement and do trigger opportunity attacks.
2) You only receive the saving throw proficiencies of your first class taken. You also don't receive any additional skills when multiclassing into sorcerer. Look at the multiclassing rules in chapter 6 to find out what you get when you multiclass.
Thankyou for the advice! :)