So narratively, the character is "Fae of Verenestra of Titania" as in her mum (Verenestra) and grandmum (Titania) are archfey and the summer court is her extended family. She's also spent a considerable amount of time with "Auntie Mystra" (who is a friend of the family rather than an actual blood relation). Fae is a juvenile archfey who exhibits as an adult eladrin and is going to grow up to to be an archfey warlock patron, so a sorcerer x/warlock 3 multi-class.
Her personality is an immature hedonistic trickster hot chick with a divinity complex (divine is a close enough approximation to archfey after all) so archetypal archfey but a tad more immature. Mechanical playstyle is blaster + trickster-controller.
Trickster-controller means a lot of save or suck spells. For example a phantasmal force says
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
So if the floor grows teeth and Venus fly trap eats the the target, holding them in place for the 10 rounds while it digests them with psychic acid (as in a phantasmal giant man eating fly trap that the target didn't realize they walked into until it was too late "because it was camouflaged")
Logically that means the target out of the game for 10 rounds taking 2d8 per round unless they can pass the int save (round 1) or investigation check (rounds 2-10) or unless they can teleport out of the Venus fly trap, or unless the caster loses concentration, or another character can pickup and move the target out of the phantasmal giant Venus fly trap.
That's a perfect example of a trickster-control save or suck spell. Now 2d8 x10 rounds and an opponent taken out of combat for 10 rounds seems like a lot for a second level spell but there's 10 different saves and it requires concentration for 10 rounds.
Anyway the phantasmal man eating giant venus fly trap representative of the theme of the playstyle i'm aiming for. And consequently, the Extended spell (advantage on con saves to maintain concentration) and heightened spell (impose disadvantage on the target's saves) meta magic are pretty helpful for save or suck spells.
Extended spell instead of warcaster and I love subtle spell so I can render non sorcerer spell casters helpless with silence while i can still cast. So im debating whether to do extended spell before or after subtle spell. Quicken spell is a no brainer. Just imagine extended spell on "holy star of mystra"
The reasons to include warlock are: I narratively wanted a sprite familiar (so that her familiar is actually family as in her cousin). And eldritch blast with agonizing blast and repelling blast is totally in the blaster-controller playstyle. And going warlock 3 puts sorcerer 16 at character level 19 so she gets an epic boon (of dimensional travel, because it's so archfey).
3 levels of warlock means 2x 2nd level pact magic slots per encounter/short rest which is suggestive of spellfire flare for the blaster part of a blaster controller. Hexblade subclass grants armor & shield proficiency and let's me prepare a bunch of spells as warlock spells rather than sorcerer spells.
The point of the silverquill initiate background is to get a once per day casting without expending a spell slot of silvery barbs so I can get around the one spell slot per turn restriction and give a target who passes the save on my own save or suck spell a second chance at failure (total trickster controller move). Fey-touched is either that x2 or gift of alacrity (and i don't have to prepare misty step). And silverquill student also grants vicious mockery (which is totally fey), and sacred flame (the whole divinity theme).
Elven accuracy pairs super well with innate sorcerery.
And ritual caster provides access to several utility spells that i don't have to.prepare or spend spell slots to cast,
Btw neutrality domain (as in fey) divine soul makes the otherworldly wings look like dragonfly/fairy wings so totally fey.
So any criticism that can make the build better (within the theme, which why I provided so much narrative information/back story) is welcome.
I'd especially like feedback-on/suggestions-to-improve the spell selection. Spirit guardians (with fey spirits) is totally thematic for this build.
So narratively, the character is "Fae of Verenestra of Titania" as in her mum (Verenestra) and grandmum (Titania) are archfey and the summer court is her extended family. She's also spent a considerable amount of time with "Auntie Mystra" (who is a friend of the family rather than an actual blood relation). Fae is a juvenile archfey who exhibits as an adult eladrin and is going to grow up to to be an archfey warlock patron, so a sorcerer x/warlock 3 multi-class.
Her personality is an immature hedonistic trickster hot chick with a divinity complex (divine is a close enough approximation to archfey after all) so archetypal archfey but a tad more immature. Mechanical playstyle is blaster + trickster-controller.
Trickster-controller means a lot of save or suck spells. For example a phantasmal force says
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
So if the floor grows teeth and Venus fly trap eats the the target, holding them in place for the 10 rounds while it digests them with psychic acid (as in a phantasmal giant man eating fly trap that the target didn't realize they walked into until it was too late "because it was camouflaged")
Logically that means the target out of the game for 10 rounds taking 2d8 per round unless they can pass the int save (round 1) or investigation check (rounds 2-10) or unless they can teleport out of the Venus fly trap, or unless the caster loses concentration, or another character can pickup and move the target out of the phantasmal giant Venus fly trap.
That's a perfect example of a trickster-control save or suck spell. Now 2d8 x10 rounds and an opponent taken out of combat for 10 rounds seems like a lot for a second level spell but there's 10 different saves and it requires concentration for 10 rounds.
Anyway the phantasmal man eating giant venus fly trap representative of the theme of the playstyle i'm aiming for. And consequently, the Extended spell (advantage on con saves to maintain concentration) and heightened spell (impose disadvantage on the target's saves) meta magic are pretty helpful for save or suck spells.
Extended spell instead of warcaster and I love subtle spell so I can render non sorcerer spell casters helpless with silence while i can still cast. So im debating whether to do extended spell before or after subtle spell. Quicken spell is a no brainer. Just imagine extended spell on "holy star of mystra"
The reasons to include warlock are: I narratively wanted a sprite familiar (so that her familiar is actually family as in her cousin). And eldritch blast with agonizing blast and repelling blast is totally in the blaster-controller playstyle. And going warlock 3 puts sorcerer 16 at character level 19 so she gets an epic boon (of dimensional travel, because it's so archfey).
3 levels of warlock means 2x 2nd level pact magic slots per encounter/short rest which is suggestive of spellfire flare for the blaster part of a blaster controller. Hexblade subclass grants armor & shield proficiency and let's me prepare a bunch of spells as warlock spells rather than sorcerer spells.
The point of the silverquill initiate background is to get a once per day casting without expending a spell slot of silvery barbs so I can get around the one spell slot per turn restriction and give a target who passes the save on my own save or suck spell a second chance at failure (total trickster controller move). Fey-touched is either that x2 or gift of alacrity (and i don't have to prepare misty step). And silverquill student also grants vicious mockery (which is totally fey), and sacred flame (the whole divinity theme).
Elven accuracy pairs super well with innate sorcerery.
And ritual caster provides access to several utility spells that i don't have to.prepare or spend spell slots to cast,
Btw neutrality domain (as in fey) divine soul makes the otherworldly wings look like dragonfly/fairy wings so totally fey.
So any criticism that can make the build better (within the theme, which why I provided so much narrative information/back story) is welcome.
I'd especially like feedback-on/suggestions-to-improve the spell selection. Spirit guardians (with fey spirits) is totally thematic for this build.
Here's the current plan at level 20
https://www.dndbeyond.com/characters/155345636/qgdn4V
The magic items are aspirational, don't take them too seriously.
Earlier game arcane focus would be an astral shard. And spell selection varies by level as well.