You rolled amazing, instead of 15/15/15/8/8/8 you have 15/15/15/14/12/12. You’ve got plenty of stat points. But it just doesn’t change that casters need 20 in their casting stat!
If you're not using CC effects it doesn't matter that much -- the difference between a 16 and a 20 is typically in the 7% range for spells like Fireball (by comparison, the difference between a 16 and a 20 for a fighter is in the 20% range). It makes a lot of difference for save every round spells, though.
You rolled amazing, instead of 15/15/15/8/8/8 you have 15/15/15/14/12/12. You’ve got plenty of stat points. But it just doesn’t change that casters need 20 in their casting stat!
I would agree that you probably want a 20 in a stat by the time you reach level 15+ but I don’t feel a 20 is necessary to be effective at level 10. 18 has has preformed fairly well in my experience when I played a bard and I kept Cha an 18 until level 16. I find that I can generally get away with a 16 in a primary stat until around level 8 and then it tend to want to bump it up to 18, not say this is exactly optimal, but it has worked for me before
Just wanted to make a quick update on this thread about the build I decided to go with. I decided to to drop the multiclass (at least for the moment) and go pure sorcerer Gold Draconic Bloodline. We are currently level 3 and my Stats are 15/14/16/12/12/17 after racial bonuses. My spell choices are as follows:
Cantrips: Fire Bolt, Booming Blade, Prestidigitation, Control Flames
Level 1: Shield, Chaos Bolt, Thunderwave
Level 2: Flaming Sphere
I know a few choices in terms of Stats and spell choice are bit sub optimal such as the strength investment, booming blade, and Control Flames, but the were chosen for role play reason. As a dwarf he naturally has an affinity towards fighting with a battleaxe and will swing away when enemies get close and corner him, booming blade is for bit of extra damage as well as discouraging enemies to pursuit (know shocking grasp is better but this seemed more flavorful) and control flames is a spell I chose cuz he is the cook for his group and it seemed like a spell that chef would have to control the fire similar to a stove. Upon level up I am leaning 2 direction either taking a flat ASI +1 str/+1 cha, or potentially grabbing the Fey Touched Feat for +1 cha and extra spells know as sorcerer doesn’t get a lot of options, this would net me Misty Step and Probably Tasha’s Hideous Laughter
I will probably create new thread in the Sorcerer Forums if I have any further questions but if anyone stumbles upon this and has any suggestion I am open to reading them. Thanks again to any suggestion from previous and future commenters alike
You rolled amazing, instead of 15/15/15/8/8/8 you have 15/15/15/14/12/12. You’ve got plenty of stat points. But it just doesn’t change that casters need 20 in their casting stat!
I've rolled stats for 7 different characters, and I've literally never had four scores of 12+. And he's got all six that high.
Casters don't necessarily need 20 in their casting stat, they can alter their play style to make their casting stat less important. Sorcerers, for example, can make twinned Polymorph and twinned Haste a big part of their contribution in combat. Obviously, having 20 in their casting stat makes them better at offensive magic, and I would highly recommend it, but there are many very good spells (including some offensive ones) that don't use your casting stat.
It's probably too late now to suggest you drop both the hill and draconic ideas, yeah? As a mountain dwarf you'd get all the resilience you seem to have been craving, what with getting to wear medium armor and yet another stat point to play with.
I would have suggested this:
Mountain Dorf (17/17/15/14/12/12 Cha/Con/Dex/as you like, and half plate is a life goal)
Classes: Sorcerer 3, all of a sorc's first three levels are great. For subclass, several great options, but Celestial is great for durability.
It's probably too late now to suggest you drop both the hill and draconic ideas, yeah? As a mountain dwarf you'd get all the resilience you seem to have been craving, what with getting to wear medium armor and yet another stat point to play with.
I would have suggested this:
Mountain Dorf (17/17/15/14/12/12 Cha/Con/Dex/as you like, and half plate is a life goal)
Classes: Sorcerer 3, all of a sorc's first three levels are great. For subclass, several great options, but Celestial is great for durability.
I think the idea was to have more HP as a Sorcerer, hill dwarf adds hp at each level and Draconic Bloodline does as well. Better HP can often be the better defensive stat. It doesn't get much better than that from racial and subclass bonuses for HP within they're stated class.
It's probably too late now to suggest you drop both the hill and draconic ideas, yeah? As a mountain dwarf you'd get all the resilience you seem to have been craving, what with getting to wear medium armor and yet another stat point to play with.
I would have suggested this:
Mountain Dorf (17/17/15/14/12/12 Cha/Con/Dex/as you like, and half plate is a life goal)
Classes: Sorcerer 3, all of a sorc's first three levels are great. For subclass, several great options, but Celestial is great for durability.
I think the idea was to have more HP as a Sorcerer, hill dwarf adds hp at each level and Draconic Bloodline does as well. Better HP can often be the better defensive stat. It doesn't get much better than that from racial and subclass bonuses for HP within they're stated class.
Yeah exactly with this build I’ll have 92 hp (with 16 con) on average by level 10 which is just 2 away from the average hp of a fighter of the same con. The addition of a high ac would have made this a very tanky build and is potentially still on the table but I want to get to a decent level of sorcerer before making that call. My ac is gonna be pretty pitiful a just a 15 all the way to level 10, but shield a should help make up for that and there is always potential to find magic items that will boost my ac. Thankfully my high hp will help me take a fair beating.
It's probably too late now to suggest you drop both the hill and draconic ideas, yeah? As a mountain dwarf you'd get all the resilience you seem to have been craving, what with getting to wear medium armor and yet another stat point to play with.
I would have suggested this:
Mountain Dorf (17/17/15/14/12/12 Cha/Con/Dex/as you like, and half plate is a life goal)
Classes: Sorcerer 3, all of a sorc's first three levels are great. For subclass, several great options, but Celestial is great for durability.
I think the idea was to have more HP as a Sorcerer, hill dwarf adds hp at each level and Draconic Bloodline does as well. Better HP can often be the better defensive stat. It doesn't get much better than that from racial and subclass bonuses for HP within they're stated class.
Yeah exactly with this build I’ll have 92 hp (with 16 con) on average by level 10 which is just 2 away from the average hp of a fighter of the same con. The addition of a high ac would have made this a very tanky build and is potentially still on the table but I want to get to a decent level of sorcerer before making that call. My ac is gonna be pretty pitiful a just a 15 all the way to level 10, but shield a should help make up for that and there is always potential to find magic items that will boost my ac. Thankfully my high hp will help me take a fair beating.
15 isn't bad for ranged character. You could always bump dex up for an additional AC, but there are several magic items that add AC including Bracers of Defense that require that you not be wearing armor. While the character won't have as much HP as a barbarian nor rage to counter, they will have several defensive spells at their disposal to improve their defensive abilities when they need it assuming that they take it. The real question is do they want to be in melee ranged and try to maintain a concentration spell, which is the point that they would want to consider medium armor and a shield with a one level dip from fighter or any cleric. The option to get a cleric that grants heavy armor is on the table with a 1 level dip that could also include Life Cleric's Disciple of Life to add to their tankiness by increasing the efficiency of their heals. Forge Cleric also adds tankiness by adding the ability to get a +1 AC bonus to non-magical armor (or a +1 bonus to a weapon that is non-magical should everyone have magic armor).
Going 3 levels in a cleric or 6 in paladin also opens up Warding Bond which is a great way to increase party survivability if the sorcerer is going to remain more out of the way and rent out its HP. Going 6 levels in Life Cleric makes this particularly effective between Disciple of life and Blessed Healer. Adding in twinned spell metamagic from sorcerer makes you particularly efficient since you can cast two single target heal spells with one action and at the same cost as two level 1 spell slots. Single target heal spells of a level higher than 1 simply increase that efficiency since twinned spell always costs 1 sp. That's not always more efficient than just casting a multi target heal spell but it gives options.
You won't get the bonus HP from Draconic Sorcerer on any multiclass levels, but at worst you'll stay even with any class that has a d8 hit die or better and the bonus from hill dwarf will persist.
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If you're not using CC effects it doesn't matter that much -- the difference between a 16 and a 20 is typically in the 7% range for spells like Fireball (by comparison, the difference between a 16 and a 20 for a fighter is in the 20% range). It makes a lot of difference for save every round spells, though.
I would agree that you probably want a 20 in a stat by the time you reach level 15+ but I don’t feel a 20 is necessary to be effective at level 10. 18 has has preformed fairly well in my experience when I played a bard and I kept Cha an 18 until level 16. I find that I can generally get away with a 16 in a primary stat until around level 8 and then it tend to want to bump it up to 18, not say this is exactly optimal, but it has worked for me before
Just wanted to make a quick update on this thread about the build I decided to go with. I decided to to drop the multiclass (at least for the moment) and go pure sorcerer Gold Draconic Bloodline. We are currently level 3 and my Stats are 15/14/16/12/12/17 after racial bonuses. My spell choices are as follows:
Cantrips: Fire Bolt, Booming Blade, Prestidigitation, Control Flames
Level 1: Shield, Chaos Bolt, Thunderwave
Level 2: Flaming Sphere
I know a few choices in terms of Stats and spell choice are bit sub optimal such as the strength investment, booming blade, and Control Flames, but the were chosen for role play reason. As a dwarf he naturally has an affinity towards fighting with a battleaxe and will swing away when enemies get close and corner him, booming blade is for bit of extra damage as well as discouraging enemies to pursuit (know shocking grasp is better but this seemed more flavorful) and control flames is a spell I chose cuz he is the cook for his group and it seemed like a spell that chef would have to control the fire similar to a stove. Upon level up I am leaning 2 direction either taking a flat ASI +1 str/+1 cha, or potentially grabbing the Fey Touched Feat for +1 cha and extra spells know as sorcerer doesn’t get a lot of options, this would net me Misty Step and Probably Tasha’s Hideous Laughter
I will probably create new thread in the Sorcerer Forums if I have any further questions but if anyone stumbles upon this and has any suggestion I am open to reading them. Thanks again to any suggestion from previous and future commenters alike
I've rolled stats for 7 different characters, and I've literally never had four scores of 12+. And he's got all six that high.
Casters don't necessarily need 20 in their casting stat, they can alter their play style to make their casting stat less important. Sorcerers, for example, can make twinned Polymorph and twinned Haste a big part of their contribution in combat. Obviously, having 20 in their casting stat makes them better at offensive magic, and I would highly recommend it, but there are many very good spells (including some offensive ones) that don't use your casting stat.
It's probably too late now to suggest you drop both the hill and draconic ideas, yeah? As a mountain dwarf you'd get all the resilience you seem to have been craving, what with getting to wear medium armor and yet another stat point to play with.
I would have suggested this:
Mountain Dorf (17/17/15/14/12/12 Cha/Con/Dex/as you like, and half plate is a life goal)
Classes: Sorcerer 3, all of a sorc's first three levels are great. For subclass, several great options, but Celestial is great for durability.
I think the idea was to have more HP as a Sorcerer, hill dwarf adds hp at each level and Draconic Bloodline does as well. Better HP can often be the better defensive stat. It doesn't get much better than that from racial and subclass bonuses for HP within they're stated class.
Yeah exactly with this build I’ll have 92 hp (with 16 con) on average by level 10 which is just 2 away from the average hp of a fighter of the same con. The addition of a high ac would have made this a very tanky build and is potentially still on the table but I want to get to a decent level of sorcerer before making that call. My ac is gonna be pretty pitiful a just a 15 all the way to level 10, but shield a should help make up for that and there is always potential to find magic items that will boost my ac. Thankfully my high hp will help me take a fair beating.
15 isn't bad for ranged character. You could always bump dex up for an additional AC, but there are several magic items that add AC including Bracers of Defense that require that you not be wearing armor. While the character won't have as much HP as a barbarian nor rage to counter, they will have several defensive spells at their disposal to improve their defensive abilities when they need it assuming that they take it. The real question is do they want to be in melee ranged and try to maintain a concentration spell, which is the point that they would want to consider medium armor and a shield with a one level dip from fighter or any cleric. The option to get a cleric that grants heavy armor is on the table with a 1 level dip that could also include Life Cleric's Disciple of Life to add to their tankiness by increasing the efficiency of their heals. Forge Cleric also adds tankiness by adding the ability to get a +1 AC bonus to non-magical armor (or a +1 bonus to a weapon that is non-magical should everyone have magic armor).
Going 3 levels in a cleric or 6 in paladin also opens up Warding Bond which is a great way to increase party survivability if the sorcerer is going to remain more out of the way and rent out its HP. Going 6 levels in Life Cleric makes this particularly effective between Disciple of life and Blessed Healer. Adding in twinned spell metamagic from sorcerer makes you particularly efficient since you can cast two single target heal spells with one action and at the same cost as two level 1 spell slots. Single target heal spells of a level higher than 1 simply increase that efficiency since twinned spell always costs 1 sp. That's not always more efficient than just casting a multi target heal spell but it gives options.
You won't get the bonus HP from Draconic Sorcerer on any multiclass levels, but at worst you'll stay even with any class that has a d8 hit die or better and the bonus from hill dwarf will persist.