I'm here once again to absorb some of your knowledge. Currently, after so many books released for 5e, what is the best combination you would recommend for a level 6 Sorcerer focused on being the party's "magic damage dealer"? I thought about mixing it with Fighter to get the Action Surge or with Storm Cleric to maximize electrical damage when needed. I'm sure you guys have something much better than this simple combination and I'm here to learn.
I'm here once again to absorb some of your knowledge. Currently, after so many books released for 5e, what is the best combination you would recommend for a level 6 Sorcerer focused on being the party's "magic damage dealer"? I thought about mixing it with Fighter to get the Action Surge or with Storm Cleric to maximize electrical damage when needed. I'm sure you guys have something much better than this simple combination and I'm here to learn.
From now on, I thank each one of you!
Depends on what you have in mind, but on a fundamental level, Sorcerer 2/Warlock4, Sorcerer 3/Warlock 3, and Sorcerer 4/Warlock 2 are usually the best-in-show for the question as you asked it:
Sorcerer 2 gets you font of magic, which is excellent for consuming Warlock spell slots for sorcery points.
Sorcerer 3 gets you metamagic, excellent for spending sorcery points on things like Quickened Eldritch Blast.
Sorcerer 4 gets you an ASI. So does Warlock 4.
Warlock 2 gets you 2 short rest spell slots, Eldritch Blast, and invocations like Devil's Sight and Agonizing Blast.
Warlock 3 gets you a pact boon and doubles the level of your spell slots.
Subclasses rely heavily on, again, what you have in mind. The best damage cantrips are Toll the Dead, Booming Blade, Eldritch Blast, and Mind Sliver. Those are very different from each other and you don't build around them the same way.
So, I am responsible for being the "magic damage dealer". I'm thinking of a character who can maintain a damage rate, or even increase his own damage, so that the team doesn't get weak at that point, got it? I didn't think about Warlock, because I'm not very familiar with the class. But I liked what you described. I will read about.
Why not play a class that is good at being a Magic Damage Dealer, like an Evocation Wizard?
You needed an 11th level character for your base concept.
In and of themselves Sorcerer has a more limited type of spells, and their meta-magic doesn't change a whole lot most of the time until they have a whole bunch of Sorcery points.
Warlocks have about the most limited types of spells of all, but the ones they do get, they use exceedingly well.
Pretty much the most important thing about Clerics is their ability to heal, and anything else is gravy.
You're right about Fighters though. Action Surge can be awesome for spell casters.
I think three levels of Wizard for the Evocation school, and 2 levels of Fighter would be amazing. Then you only need to be 5th level. A Variant Human gets a Feat at first level, at 4th they can pick another one, so start out with Warcaster, pick whatever else at 4th and that would be increadable.
An incredible idea! I have a thought that can be considered wrong. I look at Wizard with the thought of "versatility". As I look at the sorcerer with the thought of "brutality." Just like fighter and barbarian, you know? So this ends up limiting my thoughts at the time of creating, which makes me forget to consider Wizard in situations like the one I need damage.
Sorcerers are a challenging class to play, because they're so specialized into the small handful of spells that they learn and the limited metamagic tricks that they select, that you kind of need to be familiar with 5E, those spells, and how combats are likely to work over the next several levels in order to pick spells and known metamagic effectively. Warlocks are even more limited as spellcasters, having only a couple of slots per short rest, and not many spells... but that's balanced by them having an amazing cantrip available (Eldritch Blast), which when combined with the Agonizing Blast invocation, deals more damage than most other leveled spells will realistically do. There's almost never a situation where Eldritch Blast is the wrong thing to do with your turn, so it doesn't really matter if a Warlock picks bad spells, or if the spells they did pick don't have immediate application in a battle. But the Sorcerer.... on its own, doesn't really have cantrips that are any more effective than anyone else, and using its sorcery points for Quickened or Twinned metamagic to proliferate its cantrips usually isn't a good use of those points.
So, TLDR, Sorcerers need to be very careful with spell selection!
That said, can they be effective in combat as damage dealers? Yeah, absolutely! Wild Magic sorcerers more often than not get a beneficial effect, though it can be a little unpredictable what result you get, and the feature as a whole is too dependent on the DM choosing when it goes off rather than the player. You get a lot more control over that and can use it more consistently once you get a Feywild Shard, because then you can trigger a Wild Magic Surge whenever you want just by spending 1 sorcery point on a spell for some metamagic effect or another. But since I just got done saying that playing a Sorcerer is all about being very intentional about what you cast and how.... it usually isn't a very good subclass unless you're building to be a chaos pocket in melee.
Storm Sorcery is good at playing keep-away, since it basically gets a free disengage and movement whenever it casts a spell. But, to benefit from its bonus damage, you want to stay in melee... so some tension there. A Fighter 1 or 2/Sorcerer X, who is able to wear Heavy Armor and a Shield for 20 AC, would probably enjoy being a Storm Sorcerer drifting around in the middle of melee more than a pure squishy sorcerer would.
Shadow Magic isn't as much about tanking as it might first appear: if you get killed by something that hits you for 10 or 15+ damage, you're going to find that Strength of the Grave is a bit of an empty promise. However, that Hound of Ill Omen is quite good for a reason that's buried in its description: it provides enemies disadvantage on their saving throws against your spells! A Warlock 2/Shadow Sorc x would be a good builid, because the Warlock can give you Agonizing Blast for a good baseline Eldritch Blast fallback, and a way to easily generate more Sorcery points through the day by recovering pact slots on short rests and converting them to sorc points, while you focus on selecting leveled spells with your Sorcerer spell selection that disable high-value enemies (spells like Hold Monster, etc.). You don't want to multiclass too much as a Shadow Sorc, because your Hound is a real drain on sorcery points, especially if you have to keep recasting it multiple times in one combat.
Draconic is kind of boring, but a safe. More HP is nice, resistance to a damage type is nice, flying is nice, a constant Mage Armor-level AC is nice, etc. It's almost never going to have any moments where the subclass feels particularly amazing, but it's never going to feel awful. Just don't get trapped into just selecting spells that deal your dragon's damage type, because adding 5 bonus damage onto one roll of a spell is probably not worth pigeonholing yourself into having to cast an element that may be resisted or immune in a combat. It can be a nice boost for a cantrip, or line up well with something like a Fireball, but don't go all-in on only learning fire spells.
Divine Soul is actually pretty good! The 2d4 on an important save or an important missed attack roll with a high-level spell can feel very very nice. Other than that, though, you probably aren't going to build to be the party's main healer, so its level 6 feature isn't really your job... Like draconic, if you just treat this subclass as giving you an always welcome bonus at level 1, but then otherwise build a normal sorcerer, it won't feel awful.
Clockwork Soul reaction again, is very nice, as is it's ability to spend Sorcery points to create a durable ward on someone who will need it! Again, no particular playstyle that this subclass forces you into, and Restore Balance can help allies or hinder enemies with important attacks.
Aberrant Mind lets you do weird things from 6+, by ignoring components on some spells (not that important, unless you're building for melee and don't have Warcaster) or casting spells directly with Sorc points (which is actually QUITE nice, since it lets you more flexibly cast multiple high-level spells in one combat without taking the time to convert sorc points to spell slots first). Advantage on some saving throws, a transformation in T3 that provides several useful benefits.... this is a very very good subclass!
So with that (long winded) stuff aside, I'd recommend that Draconic and Aberrant are probably the best subclasses as "blaster" type sorcerers focused on damage dealing rather than debuffs and utility. Both come into their own at level 6, so you might just start as a pure Sorc 6, but if you can stand waiting a level or two for those features.... Fighter 2 (plate armor, shield, and Action Surge) or Warlock 2 (Eldritch Blast, Agonizing Blast, and sorc-point-laundering of short-rest Pact Slots) would both be very good multiclass splashes for any sorcerer. If you'll be safely in the back line in a competent party, and not trying anything weird like a melee sorcerer, then Warlock 2 would be the better choice probably. You don't need Warcaster (unless you plan to be a melee Fighter/Sorc who holds a shield) right out the gate, because you'll probably be less about Concentration spells than you will about evocation damage dealing stuff like Fireball, Shatter, or Thunderwave. Instead, getting your Charisma up to 20 ASAP (by level 8, or 10 if you multiclassed Warlock) is a bigger priority. If you're a variant human, you might start with Fey Touched for Misty Step and Dissonant Whispers or Telekinetic for an always-useful Bonus Action to help your party or give yourself space from enemies, and whether or not you're a human you'll also want to take one of those at level 4 to bring Cha to 18. When you reach Sorc 8, you'll want an ASI +2 Charisma.
Variant Human, Warlock (Fey or Celestial or Fathomless or Genie or Undead) 2/Sorc (Aberrant or Draconic) 4, with Fey Touched (Misty Step and Dissonant Whispers) and Telekinetic, and 8/16/14/8/10/18 would be my recommended start for you. Learn Quickened Spell and Transmuted Spell as your two metamagic, with furture picks being Twinned Spell or Distant Spell. Take Thunderwave, Shatter, Fireball as your spells you'll use for AOE blasting at spell slot 1, 2, or 3, but otherwise, assume that you'll be using Eldritch Blast for most other damage dealing scenarios, so don't over-emphasize more damage spells. (Well, I guess you won't have Fireballyet, but you know, when you reach level 3 spell slots that's your go-to). Your concentration slot is pretty open, so consider some self-buff or problem-solving spells like Fly for that. Oh, and your Warlock invocations, you'll definitely want Agonizing Blast for one of those, but the other can probably be Armor of Shadows to save you a spell slot a day, or Eldritch Sight to save your party some time with a constantly-cast spell that usually folks use as a ritual, or with Devil's Sight since you're a human and need darkvision anyway.
Addendum: Well, Aberrant's level 6 feature (while very cool), really only works on the specific spells it lists as bonus spells, or other Divination or Enchantment spells you swap them with. Since a lot of damage dealing stuff is evocation or conjuration... it might be hard to use that "cast with sorc points instead of spell slots" feature for blasting very often, though it will often be useful when you need to cast a backup Arms of Hadar before running away from melee and don't have the slots for it. I still think its cool, so not amending my recommendation, but a Draconic Sorcerer with Transmuted Spells probably will do a little more damage on stuff like Fireball, though it won't help them with their Eldritch Blast.
Sorlocks are THE minmaxed build. You have the Coffeelock (Infinite sorcery points), Clocklock (21 to hit minimum), Shadowlock (Devil's Sight + Darkness to get permanent advantage), and many other builds. They are hands down, one of the most broken, most optimized, and one of the highest DPR builds in the game.
All that you need to make a powerful sorlock is Eldritch Blast + Agonizing Blast Invocation + Quickened Spell Metamagic. Either take 2 or 3 levels in warlock, no more, no less. 1 gets you Eldritch Blast, 2 gets you Agonizing Blast, and 3 gets you a pact feature and 4 sorcerers points per short rest (Which is the sorcerer's 20th level feature). The level 4 ASI is appealing, but it would seriously damage your leveling. Plus, if you take more than 3 levels in another class as a full-caster, it cuts off access to 9th level spells.
If you really want to get crazy, then take Hexblade as your warlock subclass, and grab the Elven Accuracy feat. Take the Pact of the Chain pact feature, and grab an imp as a familiar. Then grab the Voice of the Chain Master invocation as your second invocation. This allows you essentially have Devil's Sight, but grants you an excellent scout.
At max level, you're shooting 8 beams of energy with triple advantage and a +11 to hit, critting on 19 and 20, dealing 1d10+11 force damage per beam. 50% of the time, you'll hit all 8 beams on a target with 20 AC, dealing 8d10+88 force damage (Minimum 96, Maximum 168, average 138) at the cost of a 1st level spell slot.
At this point, you're a minmaxer, tho, so be careful.
I don't disagree that Sorlocks are good, but a lot of that isn't accurate, or is more trouble than it's worth. 2 points on Quickened Spell per round on Eldritch Blast will burn through your sorcery points almost immediately in T2; for the level 6 character the original poster proposed, you could use that twice per combat at most, + another time if you convert BOTH 1st-level Pact Slots into sorc points with two rounds of bonus actions, plus some more times by canibalizing sorcerer 1st- or 2nd-level Sorc spell slots. It works, it's just... one dimensional, and depends on using Eldritch Blast to the exclusion of anything else, which isn't as fun as it seems it would be. Same thing with seeing through Darkness (whether by casting it normally and using Devil's Sight to see through it, or casting it with Sorc points as a Shadow Sorc)... it works, it's just resource intensive if you're built assuming that you spend the first turn of every combat setting it up, and everyone else is going to get sick of it pretty quickly, and often be inconvenienced by your selfish darkness bubble when they enemies choose to run into it to protect themselves from the rest of the party. Coffeelocks just straight up don't actually work RAW without the benefit of some debatable rulings that your DM is very unlikely to make in your favor once they see what you're trying to accomplish. Clocklock is a... level 16 build? Not really relevant for what's being talked about at level 6. And the Hexblade chain master... well I don't even really see what you're getting at there (why Hexblade, just the crit range enhancement after using Hexblade's Curse against one enemy once per long rest?), but if you're suggesting that Voice of the Chain Master in any way changes that it takes an action every round to keep seeing through your familiar's eyes until the start of the next round... nope, it doesn't work that way, or at least, it would take your DM making a favorable ruling for it to work that way. In general, these "at max level and assuming your DM makes friendly rulings..." builds are fun to think about, but probably not what's most meaningful for someone looking for a level 6 build.
I do agree that Warlock 2 is super-valuable dip for any Sorcerer, because an Agonizing Eldritch Blast is a great solution to so many "what do I cast this round?" questions. Warlock 3 can even sometimes be worth it, most often when you want to get Pact of the Tome and Book of Ancient Secrets to become your party's utility ritual caster (a ton of great rituals are available at 1st and 2nd level, so 3 levels of warlock is enough to make this invocation worth it). And hey, those Quickened Eldritch Blastshennanigans can even be recreated for free if your DM ever drops an Illusionist's Bracers in your lap, so keep your fingers crossed! But at level 6, I'd focus more on metamagic that makes your leveled Sorc spells better, and less on burning hard on Quickened Agonizing Eldritch Blastfor 1-2 rounds once per short rest.
Hello, guys!
I'm here once again to absorb some of your knowledge. Currently, after so many books released for 5e, what is the best combination you would recommend for a level 6 Sorcerer focused on being the party's "magic damage dealer"? I thought about mixing it with Fighter to get the Action Surge or with Storm Cleric to maximize electrical damage when needed. I'm sure you guys have something much better than this simple combination and I'm here to learn.
From now on, I thank each one of you!
Depends on what you have in mind, but on a fundamental level, Sorcerer 2/Warlock4, Sorcerer 3/Warlock 3, and Sorcerer 4/Warlock 2 are usually the best-in-show for the question as you asked it:
Subclasses rely heavily on, again, what you have in mind. The best damage cantrips are Toll the Dead, Booming Blade, Eldritch Blast, and Mind Sliver. Those are very different from each other and you don't build around them the same way.
So, I am responsible for being the "magic damage dealer". I'm thinking of a character who can maintain a damage rate, or even increase his own damage, so that the team doesn't get weak at that point, got it? I didn't think about Warlock, because I'm not very familiar with the class. But I liked what you described. I will read about.
Thanks for the tip!
6 levels in sorcerer. You want to be getting higher level spells, not just putting out lots of little ones.
Why not play a class that is good at being a Magic Damage Dealer, like an Evocation Wizard?
You needed an 11th level character for your base concept.
In and of themselves Sorcerer has a more limited type of spells, and their meta-magic doesn't change a whole lot most of the time until they have a whole bunch of Sorcery points.
Warlocks have about the most limited types of spells of all, but the ones they do get, they use exceedingly well.
Pretty much the most important thing about Clerics is their ability to heal, and anything else is gravy.
You're right about Fighters though. Action Surge can be awesome for spell casters.
I think three levels of Wizard for the Evocation school, and 2 levels of Fighter would be amazing. Then you only need to be 5th level. A Variant Human gets a Feat at first level, at 4th they can pick another one, so start out with Warcaster, pick whatever else at 4th and that would be increadable.
<Insert clever signature here>
An incredible idea! I have a thought that can be considered wrong. I look at Wizard with the thought of "versatility". As I look at the sorcerer with the thought of "brutality." Just like fighter and barbarian, you know? So this ends up limiting my thoughts at the time of creating, which makes me forget to consider Wizard in situations like the one I need damage.
Thanks for his tip!
Sorcerers are a challenging class to play, because they're so specialized into the small handful of spells that they learn and the limited metamagic tricks that they select, that you kind of need to be familiar with 5E, those spells, and how combats are likely to work over the next several levels in order to pick spells and known metamagic effectively. Warlocks are even more limited as spellcasters, having only a couple of slots per short rest, and not many spells... but that's balanced by them having an amazing cantrip available (Eldritch Blast), which when combined with the Agonizing Blast invocation, deals more damage than most other leveled spells will realistically do. There's almost never a situation where Eldritch Blast is the wrong thing to do with your turn, so it doesn't really matter if a Warlock picks bad spells, or if the spells they did pick don't have immediate application in a battle. But the Sorcerer.... on its own, doesn't really have cantrips that are any more effective than anyone else, and using its sorcery points for Quickened or Twinned metamagic to proliferate its cantrips usually isn't a good use of those points.
So, TLDR, Sorcerers need to be very careful with spell selection!
That said, can they be effective in combat as damage dealers? Yeah, absolutely! Wild Magic sorcerers more often than not get a beneficial effect, though it can be a little unpredictable what result you get, and the feature as a whole is too dependent on the DM choosing when it goes off rather than the player. You get a lot more control over that and can use it more consistently once you get a Feywild Shard, because then you can trigger a Wild Magic Surge whenever you want just by spending 1 sorcery point on a spell for some metamagic effect or another. But since I just got done saying that playing a Sorcerer is all about being very intentional about what you cast and how.... it usually isn't a very good subclass unless you're building to be a chaos pocket in melee.
Storm Sorcery is good at playing keep-away, since it basically gets a free disengage and movement whenever it casts a spell. But, to benefit from its bonus damage, you want to stay in melee... so some tension there. A Fighter 1 or 2/Sorcerer X, who is able to wear Heavy Armor and a Shield for 20 AC, would probably enjoy being a Storm Sorcerer drifting around in the middle of melee more than a pure squishy sorcerer would.
Shadow Magic isn't as much about tanking as it might first appear: if you get killed by something that hits you for 10 or 15+ damage, you're going to find that Strength of the Grave is a bit of an empty promise. However, that Hound of Ill Omen is quite good for a reason that's buried in its description: it provides enemies disadvantage on their saving throws against your spells! A Warlock 2/Shadow Sorc x would be a good builid, because the Warlock can give you Agonizing Blast for a good baseline Eldritch Blast fallback, and a way to easily generate more Sorcery points through the day by recovering pact slots on short rests and converting them to sorc points, while you focus on selecting leveled spells with your Sorcerer spell selection that disable high-value enemies (spells like Hold Monster, etc.). You don't want to multiclass too much as a Shadow Sorc, because your Hound is a real drain on sorcery points, especially if you have to keep recasting it multiple times in one combat.
Draconic is kind of boring, but a safe. More HP is nice, resistance to a damage type is nice, flying is nice, a constant Mage Armor-level AC is nice, etc. It's almost never going to have any moments where the subclass feels particularly amazing, but it's never going to feel awful. Just don't get trapped into just selecting spells that deal your dragon's damage type, because adding 5 bonus damage onto one roll of a spell is probably not worth pigeonholing yourself into having to cast an element that may be resisted or immune in a combat. It can be a nice boost for a cantrip, or line up well with something like a Fireball, but don't go all-in on only learning fire spells.
Divine Soul is actually pretty good! The 2d4 on an important save or an important missed attack roll with a high-level spell can feel very very nice. Other than that, though, you probably aren't going to build to be the party's main healer, so its level 6 feature isn't really your job... Like draconic, if you just treat this subclass as giving you an always welcome bonus at level 1, but then otherwise build a normal sorcerer, it won't feel awful.
Clockwork Soul reaction again, is very nice, as is it's ability to spend Sorcery points to create a durable ward on someone who will need it! Again, no particular playstyle that this subclass forces you into, and Restore Balance can help allies or hinder enemies with important attacks.
Aberrant Mind lets you do weird things from 6+, by ignoring components on some spells (not that important, unless you're building for melee and don't have Warcaster) or casting spells directly with Sorc points (which is actually QUITE nice, since it lets you more flexibly cast multiple high-level spells in one combat without taking the time to convert sorc points to spell slots first). Advantage on some saving throws, a transformation in T3 that provides several useful benefits.... this is a very very good subclass!
So with that (long winded) stuff aside, I'd recommend that Draconic and Aberrant are probably the best subclasses as "blaster" type sorcerers focused on damage dealing rather than debuffs and utility. Both come into their own at level 6, so you might just start as a pure Sorc 6, but if you can stand waiting a level or two for those features.... Fighter 2 (plate armor, shield, and Action Surge) or Warlock 2 (Eldritch Blast, Agonizing Blast, and sorc-point-laundering of short-rest Pact Slots) would both be very good multiclass splashes for any sorcerer. If you'll be safely in the back line in a competent party, and not trying anything weird like a melee sorcerer, then Warlock 2 would be the better choice probably. You don't need Warcaster (unless you plan to be a melee Fighter/Sorc who holds a shield) right out the gate, because you'll probably be less about Concentration spells than you will about evocation damage dealing stuff like Fireball, Shatter, or Thunderwave. Instead, getting your Charisma up to 20 ASAP (by level 8, or 10 if you multiclassed Warlock) is a bigger priority. If you're a variant human, you might start with Fey Touched for Misty Step and Dissonant Whispers or Telekinetic for an always-useful Bonus Action to help your party or give yourself space from enemies, and whether or not you're a human you'll also want to take one of those at level 4 to bring Cha to 18. When you reach Sorc 8, you'll want an ASI +2 Charisma.
Variant Human, Warlock (Fey or Celestial or Fathomless or Genie or Undead) 2/Sorc (Aberrant or Draconic) 4, with Fey Touched (Misty Step and Dissonant Whispers) and Telekinetic, and 8/16/14/8/10/18 would be my recommended start for you. Learn Quickened Spell and Transmuted Spell as your two metamagic, with furture picks being Twinned Spell or Distant Spell. Take Thunderwave, Shatter, Fireball as your spells you'll use for AOE blasting at spell slot 1, 2, or 3, but otherwise, assume that you'll be using Eldritch Blast for most other damage dealing scenarios, so don't over-emphasize more damage spells. (Well, I guess you won't have Fireball yet, but you know, when you reach level 3 spell slots that's your go-to). Your concentration slot is pretty open, so consider some self-buff or problem-solving spells like Fly for that. Oh, and your Warlock invocations, you'll definitely want Agonizing Blast for one of those, but the other can probably be Armor of Shadows to save you a spell slot a day, or Eldritch Sight to save your party some time with a constantly-cast spell that usually folks use as a ritual, or with Devil's Sight since you're a human and need darkvision anyway.
That's my two cents, hope it helps.
I think that'll set you pretty good.
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Addendum: Well, Aberrant's level 6 feature (while very cool), really only works on the specific spells it lists as bonus spells, or other Divination or Enchantment spells you swap them with. Since a lot of damage dealing stuff is evocation or conjuration... it might be hard to use that "cast with sorc points instead of spell slots" feature for blasting very often, though it will often be useful when you need to cast a backup Arms of Hadar before running away from melee and don't have the slots for it. I still think its cool, so not amending my recommendation, but a Draconic Sorcerer with Transmuted Spells probably will do a little more damage on stuff like Fireball, though it won't help them with their Eldritch Blast.
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Sorlocks are THE minmaxed build. You have the Coffeelock (Infinite sorcery points), Clocklock (21 to hit minimum), Shadowlock (Devil's Sight + Darkness to get permanent advantage), and many other builds. They are hands down, one of the most broken, most optimized, and one of the highest DPR builds in the game.
All that you need to make a powerful sorlock is Eldritch Blast + Agonizing Blast Invocation + Quickened Spell Metamagic. Either take 2 or 3 levels in warlock, no more, no less. 1 gets you Eldritch Blast, 2 gets you Agonizing Blast, and 3 gets you a pact feature and 4 sorcerers points per short rest (Which is the sorcerer's 20th level feature). The level 4 ASI is appealing, but it would seriously damage your leveling. Plus, if you take more than 3 levels in another class as a full-caster, it cuts off access to 9th level spells.
If you really want to get crazy, then take Hexblade as your warlock subclass, and grab the Elven Accuracy feat. Take the Pact of the Chain pact feature, and grab an imp as a familiar. Then grab the Voice of the Chain Master invocation as your second invocation. This allows you essentially have Devil's Sight, but grants you an excellent scout.
At max level, you're shooting 8 beams of energy with triple advantage and a +11 to hit, critting on 19 and 20, dealing 1d10+11 force damage per beam. 50% of the time, you'll hit all 8 beams on a target with 20 AC, dealing 8d10+88 force damage (Minimum 96, Maximum 168, average 138) at the cost of a 1st level spell slot.
At this point, you're a minmaxer, tho, so be careful.
I don't disagree that Sorlocks are good, but a lot of that isn't accurate, or is more trouble than it's worth. 2 points on Quickened Spell per round on Eldritch Blast will burn through your sorcery points almost immediately in T2; for the level 6 character the original poster proposed, you could use that twice per combat at most, + another time if you convert BOTH 1st-level Pact Slots into sorc points with two rounds of bonus actions, plus some more times by canibalizing sorcerer 1st- or 2nd-level Sorc spell slots. It works, it's just... one dimensional, and depends on using Eldritch Blast to the exclusion of anything else, which isn't as fun as it seems it would be. Same thing with seeing through Darkness (whether by casting it normally and using Devil's Sight to see through it, or casting it with Sorc points as a Shadow Sorc)... it works, it's just resource intensive if you're built assuming that you spend the first turn of every combat setting it up, and everyone else is going to get sick of it pretty quickly, and often be inconvenienced by your selfish darkness bubble when they enemies choose to run into it to protect themselves from the rest of the party. Coffeelocks just straight up don't actually work RAW without the benefit of some debatable rulings that your DM is very unlikely to make in your favor once they see what you're trying to accomplish. Clocklock is a... level 16 build? Not really relevant for what's being talked about at level 6. And the Hexblade chain master... well I don't even really see what you're getting at there (why Hexblade, just the crit range enhancement after using Hexblade's Curse against one enemy once per long rest?), but if you're suggesting that Voice of the Chain Master in any way changes that it takes an action every round to keep seeing through your familiar's eyes until the start of the next round... nope, it doesn't work that way, or at least, it would take your DM making a favorable ruling for it to work that way. In general, these "at max level and assuming your DM makes friendly rulings..." builds are fun to think about, but probably not what's most meaningful for someone looking for a level 6 build.
I do agree that Warlock 2 is super-valuable dip for any Sorcerer, because an Agonizing Eldritch Blast is a great solution to so many "what do I cast this round?" questions. Warlock 3 can even sometimes be worth it, most often when you want to get Pact of the Tome and Book of Ancient Secrets to become your party's utility ritual caster (a ton of great rituals are available at 1st and 2nd level, so 3 levels of warlock is enough to make this invocation worth it). And hey, those Quickened Eldritch Blast shennanigans can even be recreated for free if your DM ever drops an Illusionist's Bracers in your lap, so keep your fingers crossed! But at level 6, I'd focus more on metamagic that makes your leveled Sorc spells better, and less on burning hard on Quickened Agonizing Eldritch Blast for 1-2 rounds once per short rest.
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