I am building a Tabaxi Sorcerer 18/ Wizard 2 and have realized that the sorcerer class is for dedicated, spell caster players to toy with the vast knowledge they have acquired for working within the confines of the class. It is very limiting, but also very interesting to work through all the mechanical possibilities. This is a Phd role player class to work out all the elements. Here is what I have so far, any help or ideas about spell issues?
Attributes: STR 8, DEX 14, CON 14, INT 13, WIS 10, CHR 16
It's a little hard to give you advice without knowing what role you want to fulfill in your party and what level your character will start off as in the campaign.
Starting at 5th, low to no magic items, I prefer control/utility roles in my characters which will probably be my focus in this group. We are planning on going all the way to 20 (fingers crossed). I have had this idea for a sorcerer for a while and am finally getting to play it. I know overlap is an issue with sorcerers and I find myself with some overlap, but I like options even if they overlap like picking up both Ray of Frost and Frostbite.
Rollback Post to RevisionRollBack
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
* I would replace Sleep unless you're playing in a politics-heavy campaign with a lot of commoner or 1st level NPCs running around. It does not scale well for combat purposes. I recommend replacing it with Catapult, Thunderwave, or Silent Image.
* At 2nd level, you have a lot of fairly good options: Suggestion is very good in any campaign with humanoids who are likely to speak a language that your PC does. Very flexible and lots of fun introduction to mind control. If you Twin Suggestion, you can knock four opponents out of the fight by having the two you "spoke" to grapple two others. Web is one of the better low level control spells in the game b/c you can re-stick opponents who have escaped from it. Value goes up if you have a Rogue, Battlemaster Fighter, Sword Bard or WotOH Monk in the party. Levitate is a more conditional control spell, but you can also use it to get to high places. Mirror Image is nice as a defensive spell b/c it doesn't need concentration.
* At 3rd level, you should really get either Slow or Haste if you like control spells. Hypnotic Pattern is harder to use well, but great if you and your party are on the same page and plan tactics ahead of time. Sleet Storm is good if your party all have Darkvision or similar sight abilities. More useful if you face off against a lot of spellcasters. If your DM likes throwing archers at your party, Wind Wall is great defensive spell.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
It's a little hard to give you advice without knowing what role you want to fulfill in your party and what level your character will start off as in the campaign.
Starting at 5th, low to no magic items, I prefer control/utility roles in my characters which will probably be my focus in this group. We are planning on going all the way to 20 (fingers crossed). I have had this idea for a sorcerer for a while and am finally getting to play it. I know overlap is an issue with sorcerers and I find myself with some overlap, but I like options even if they overlap like picking up both Ray of Frost and Frostbite.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Okay, based on what you've told us:
* I would replace Sleep unless you're playing in a politics-heavy campaign with a lot of commoner or 1st level NPCs running around. It does not scale well for combat purposes. I recommend replacing it with Catapult, Thunderwave, or Silent Image.
* At 2nd level, you have a lot of fairly good options: Suggestion is very good in any campaign with humanoids who are likely to speak a language that your PC does. Very flexible and lots of fun introduction to mind control. If you Twin Suggestion, you can knock four opponents out of the fight by having the two you "spoke" to grapple two others. Web is one of the better low level control spells in the game b/c you can re-stick opponents who have escaped from it. Value goes up if you have a Rogue, Battlemaster Fighter, Sword Bard or WotOH Monk in the party. Levitate is a more conditional control spell, but you can also use it to get to high places. Mirror Image is nice as a defensive spell b/c it doesn't need concentration.
* At 3rd level, you should really get either Slow or Haste if you like control spells. Hypnotic Pattern is harder to use well, but great if you and your party are on the same page and plan tactics ahead of time. Sleet Storm is good if your party all have Darkvision or similar sight abilities. More useful if you face off against a lot of spellcasters. If your DM likes throwing archers at your party, Wind Wall is great defensive spell.
My only thoughts are you have quite a few Concentration spells and really should keep Absorb Elements as one of your defensive reaction spells.