I play at a single class table, i.e. there is no multi-classing. Furthermore, we do not use older content in the current campaign. I would like your tips on setting up a single class Sorceror martial character. Like many orhers I like the gish concept, and combine weapons and spellcasting. For this character I plan to combine weapons and control spells.
One route for the concept is to use True strike and Quickened spell, to get two attacks per turn. And use the Draconic subclass to get better AC and hit points. I also look at using False Life to boost hp. Another route is to use Aberrant Sorceror and Dissonant Whispers to get the second attack as a reaction attack on the fleeing enemy. What are other or improved strategies? Or further developments of this?
If you are running pure 5.24, then I think your best bet is Draconic with Tough. Lean into Dex with a finesse weapon, like a rapier, for the extra AC, though you definitely need a decent Con as well. If/when Storm gets updated, I'm hoping that's a viable gishy option, but until then...
That sounds like a good strategy, thank you. Are there any fests, spells or particular set-ups you would recommend for enhancing this strategy? Or any synergies with any control spells?
If you are trying to do this you may want to take Magic Initiate Druid(chr). This would let you take Guidance (good just to have), Shillelagh (club or staff as your wepon) and Healing Word (to heal your self as a bounse action.)
This would let you have a staff or club that uses your Chr for attack and bonus damage. You can then use Booming blade (if allowed if not true strike) as your attack and even quicken it on later rounds if needed. At level 3 (17+ chr and 16 DEX) this would give you a ac 16, +5 to attack and 1d8+3(force or blunt) and 1d8 thunder if they move. At level 5 (if you 18 + chr and 16dex) this would give you a ac 17, +6 to attack and 1d10+4(force or blunt)+1d8 thunder and 2d8 thunder if they move, and if quickened for 2 attacks it would do a total of 2d10+8(force or blunt)+2d8 thunder and 4d8 thunder if they move, for a avrage of 46 damage if both hit.
Depending on the DM Innate Sorcery may or may not give advantage on Booming blade or true strike.
You can take Weapon Master feat or Speedy/mobility ( to attack and move out) but I do not think it would be worth it but it would make you more gish with out multi classing.
That sounds like a good strategy, thank you. Are there any fests, spells or particular set-ups you would recommend for enhancing this strategy? Or any synergies with any control spells?
You will need Martial Weapon Training at level 4 for it to work, so the Magic Initiate (Druid) is a faster way to get your melee damage online, but you sacrifice early game survivability. I see basically two ways to approach it:
Alright, so with Dwarf + Tough (origin), Draconic @3, and Skulker @4, I've got 42 hp (!!), 15 AC (20 with Shield) and Darkness to take advantage of the Blindsight at level 4. Dwarf Tremorsense will get you to within 10 ft to be able to "see" them. I couldn't fit MWP in there for the rapier, but I think True Strike on the QS two handed will work fine, as long as your DM counts it as a spell attack (for Innate Sorcery). Next ASI would probably be a +1 to Dex and Cha for +2 AC, plus all the other stuff that increases with Cha.
If your DM doesn't count TS as a spell attack, then I'd just forgo the weapons entirely and use touch cantrips like Chill Touch or Shocking Grasp into quickened leveled spells.
I play at a single class table, i.e. there is no multi-classing. Furthermore, we do not use older content in the current campaign. I would like your tips on setting up a single class Sorceror martial character. Like many orhers I like the gish concept, and combine weapons and spellcasting. For this character I plan to combine weapons and control spells.
One route for the concept is to use True strike and Quickened spell, to get two attacks per turn. And use the Draconic subclass to get better AC and hit points. I also look at using False Life to boost hp. Another route is to use Aberrant Sorceror and Dissonant Whispers to get the second attack as a reaction attack on the fleeing enemy. What are other or improved strategies? Or further developments of this?
If you are running pure 5.24, then I think your best bet is Draconic with Tough. Lean into Dex with a finesse weapon, like a rapier, for the extra AC, though you definitely need a decent Con as well. If/when Storm gets updated, I'm hoping that's a viable gishy option, but until then...
That sounds like a good strategy, thank you. Are there any fests, spells or particular set-ups you would recommend for enhancing this strategy? Or any synergies with any control spells?
If you are trying to do this you may want to take Magic Initiate Druid(chr). This would let you take Guidance (good just to have), Shillelagh (club or staff as your wepon) and Healing Word (to heal your self as a bounse action.)
This would let you have a staff or club that uses your Chr for attack and bonus damage. You can then use Booming blade (if allowed if not true strike) as your attack and even quicken it on later rounds if needed. At level 3 (17+ chr and 16 DEX) this would give you a ac 16, +5 to attack and 1d8+3(force or blunt) and 1d8 thunder if they move. At level 5 (if you 18 + chr and 16dex) this would give you a ac 17, +6 to attack and 1d10+4(force or blunt)+1d8 thunder and 2d8 thunder if they move, and if quickened for 2 attacks it would do a total of 2d10+8(force or blunt)+2d8 thunder and 4d8 thunder if they move, for a avrage of 46 damage if both hit.
Depending on the DM Innate Sorcery may or may not give advantage on Booming blade or true strike.
You can take Weapon Master feat or Speedy/mobility ( to attack and move out) but I do not think it would be worth it but it would make you more gish with out multi classing.
I spell Goodly.
You will need Martial Weapon Training at level 4 for it to work, so the Magic Initiate (Druid) is a faster way to get your melee damage online, but you sacrifice early game survivability. I see basically two ways to approach it:
Dwarf + Tough (origin), Draconic @3, Martial Weapon @4
or
Dwarf + MI (Druid) (origin), Draconic @3, Tough @4
I'll play around with a couple builds later and see what I come up with.
Alright, so with Dwarf + Tough (origin), Draconic @3, and Skulker @4, I've got 42 hp (!!), 15 AC (20 with Shield) and Darkness to take advantage of the Blindsight at level 4. Dwarf Tremorsense will get you to within 10 ft to be able to "see" them. I couldn't fit MWP in there for the rapier, but I think True Strike on the QS two handed will work fine, as long as your DM counts it as a spell attack (for Innate Sorcery). Next ASI would probably be a +1 to Dex and Cha for +2 AC, plus all the other stuff that increases with Cha.
If your DM doesn't count TS as a spell attack, then I'd just forgo the weapons entirely and use touch cantrips like Chill Touch or Shocking Grasp into quickened leveled spells.
Thank you very much for these reflections. It surely looks like viable strategy.