Metamagics: Quickened, empowered, transmuted, and (Subtle or Twinned)
Design Notes
Starting out as Vhuman allows metamagic right out of the gate, which sounds like a good way to spend level 1 and 2.
Evoker wizard actually has two purpose: Firstly, for the obvious spell sculpting ability. Secondly, two levels of wizard give a ton of useful level one spells such as shield, Find Familiar, and a bunch of rituals. This frees up some spell choices for the sorc side of things. Regarding metamagics, empowered for obvious reasons. Transmuted makes the build a lot more viable at mid levels when many commons opponents have fire resistance. Subtle is fun for social encounters and counterspelling.
Questions
When is the best time to take the wizard levels? On one hand, getting to level 5 in Sorc ASAP for fireball would be the most thematic way to go. OTOH, those wizard levels (especially level 1) give a ton of utility and flexibility. It would slow down levelling, but make it more bearable at the same time. I suppose I could always take wizard from 2-3, and the respec after level four to full sorc before hitting tier 2.
The other question is, what is the better ASI at sorc level 8? CHA to 20 or Elemental Adept / Fire? I can see the benefits of either option. Transmuted spell removes the absolute need for Elemental Adept, but Elemental Adept deepens the theme and would increase DPR. The third option would be to take Elemental Adept instead of Metamagic Adept with the bonus feat.
It’s a tough question. Not only because indeed Wizard 1 adds lot of options, but because Sculpt Spell is great.
However, as you clearly state that your character is a blaster above everything, go Sorcerer 5 without hesitate. You can always get Careful Spell and try to emulate Sculpt Spell without worries. Change Careful later on once you get Evoker kit.
Elemental Adept is often not so good because it not prevents immunity. Go for ASI or if I may suggest one good feat for blasters: Alert. Win initiative and move first is usually the best way to avoid friendly-fire. Just throw your lovely Fireball before all allies engage at melee range.
You need at least 13 intelligence to multiclass into wizard.
I like the dip though, honestly much more for the utility than sculpting spell. It's a really nice package that helps with how limited sorcerers are on spells, and as a blaster you can easily use higher level slots for upcast blasts. I think taking them at level 2 and 3 is your best bet, and I wouldn't bother with the respec. Shatter is a perfectly good blast spell to upcast and can hold you off until fireball at 7.
If you really, really want Fireball at 5 (I certainly don't blame you), then I would just not bother with the dip at all. I think ritual spells are something you want from a low level to define your character's style of caster. And I don't think sculpting spell is worth putting off fourth level slots.
An easy enough fix for sure. I'm definitely in the dip early camp for this build. You will start as a very solid utility mage thanks to all of your cantrips and rituals and will mature into a powerful blaster. Feels like a much more natural progression than suddenly picking up a bunch of minor utility at level 6.
So I have an AL game tomorrow and I signed up as a sorcerer. The theme is to go as full blaster as possible with AOE's. Designed to Level 10.
Vhuman Draconic Ancestry (Gold) 8 / Evoker Wizard 2
Design Notes
Starting out as Vhuman allows metamagic right out of the gate, which sounds like a good way to spend level 1 and 2.
Evoker wizard actually has two purpose: Firstly, for the obvious spell sculpting ability. Secondly, two levels of wizard give a ton of useful level one spells such as shield, Find Familiar, and a bunch of rituals. This frees up some spell choices for the sorc side of things. Regarding metamagics, empowered for obvious reasons. Transmuted makes the build a lot more viable at mid levels when many commons opponents have fire resistance. Subtle is fun for social encounters and counterspelling.
Questions
When is the best time to take the wizard levels? On one hand, getting to level 5 in Sorc ASAP for fireball would be the most thematic way to go. OTOH, those wizard levels (especially level 1) give a ton of utility and flexibility. It would slow down levelling, but make it more bearable at the same time. I suppose I could always take wizard from 2-3, and the respec after level four to full sorc before hitting tier 2.
The other question is, what is the better ASI at sorc level 8? CHA to 20 or Elemental Adept / Fire? I can see the benefits of either option. Transmuted spell removes the absolute need for Elemental Adept, but Elemental Adept deepens the theme and would increase DPR. The third option would be to take Elemental Adept instead of Metamagic Adept with the bonus feat.
It’s a tough question. Not only because indeed Wizard 1 adds lot of options, but because Sculpt Spell is great.
However, as you clearly state that your character is a blaster above everything, go Sorcerer 5 without hesitate. You can always get Careful Spell and try to emulate Sculpt Spell without worries. Change Careful later on once you get Evoker kit.
Elemental Adept is often not so good because it not prevents immunity. Go for ASI or if I may suggest one good feat for blasters: Alert. Win initiative and move first is usually the best way to avoid friendly-fire. Just throw your lovely Fireball before all allies engage at melee range.
You need at least 13 intelligence to multiclass into wizard.
I like the dip though, honestly much more for the utility than sculpting spell. It's a really nice package that helps with how limited sorcerers are on spells, and as a blaster you can easily use higher level slots for upcast blasts. I think taking them at level 2 and 3 is your best bet, and I wouldn't bother with the respec. Shatter is a perfectly good blast spell to upcast and can hold you off until fireball at 7.
If you really, really want Fireball at 5 (I certainly don't blame you), then I would just not bother with the dip at all. I think ritual spells are something you want from a low level to define your character's style of caster. And I don't think sculpting spell is worth putting off fourth level slots.
Derp, thanks for pointing out the stats issue. I am kind of leaning toward getting the dip out of the way at level 2/3.
The actual stats are:
An easy enough fix for sure. I'm definitely in the dip early camp for this build. You will start as a very solid utility mage thanks to all of your cantrips and rituals and will mature into a powerful blaster. Feels like a much more natural progression than suddenly picking up a bunch of minor utility at level 6.
Yeah, I levelled the character to 1 sorc/1 wiz after his first adventure. This is for Season 10 in AL, which allows Tasha's.
But since S10 games are hard to find, I am also making a rogue sniper, multiclassing into battlemaster or hunter ranger. For historic play.