I am quite new to Dnd so I could really use some feedback so i don't commit to a crap build.
My last char was a gnome illusionist and i fell in love with the control aspect of the build. This wild magic Sorc is an attempt at an unconventional control caster. The best thing I know is letting my team shine. Why cast a fireball when a fear spell can trigger a bunch of attacks of opportunity. Also a control caster with Con proficiency seems real sweet.
The way I see it there will be a few milestones for this build. For this example I have chosen lvl 7 as this will be a turning point for the build with the unlocking of lvl 3 spells, while still be early enough to actually come to fruition.
The build at lvl 7 Half-Elf - Wild magic Sorc 5/ Divination Wiz 2.
Stat priority Cha 18, Con 14, Dex 14, Int 14, Str and Wis as dump stats. With ability improvement at sorc 4. I could take con/dex to a 12/16 split instead.
Skills: Haven't decided. Properly just run of the mill Chr based NPC interaction skills. Metamagic choices: Twinned spells, Careful spell and Heightened spell at lvl 10.
Wizard is a divination wiz for those 2 tasty Portent die.
At lvl 6 Sorc Bend Luck will come online bring heaps of fun.
The way I see it what i am mostly missing out on is that 1 higher lvl spell. However not having spells for this allows it to be converted into Sorc points for more bent luck and twinned spells. I am also delaying the last 1 or 2 Cha points from lvl 8 to lvl 10.
Below is what the current spell list will look like. Low lvl Sorc spells will be turned into higher lvl spells as I lvl up.
All but Hideous Laughter uses Cha for spell att / saving throws. The main idea is to use the wiz 2 for utility cantrips/lvl 1 spells and Sorc cantrips and higher lvl spells for combat. There is also the off chance that more lvl 1 spells or higher lvl ritual wizard spells may be added to the spellbook. Spell is just much fun with twinned spell to pass off.
So what do you think ? Am I spreading out too thin or should the build work ?
I think you'll be ok. However, I would suggest speccing out a straight level 7 sorcerer and seeing which looks more appealing to you.
For example, the straight level 7 sorcerer will have 2 more sorcery points, Bend Luck, and access to powerful level 4 control spells like Banishment, Confusion, and Wall of Fire.
Thanks for the reply! Tried it out and it seems inferior. Below is a draft spell list for a lvl 7 sorc. If i want to keep shield and mage armor i actually only exchange 1 spell from the old list with a lvl 4. Meanwhile I am losing 11 utility spells, 3 being cantrips and 4 being ritual spells. Granted i will get lvl 3 spells 2 levels sooner. At 5 sorc/2 wiz i will know more spells then a 20 sorc.
In terms on bent luck then the single extra use i will get from 2 move lvls in sorc seems to pale compared to the two portent die i gain from wiz 2. Later on portent and bent luck can even be stacked.
Also the amount of spell slots stay the same, so I only lose the ability to cast a single lvl 4 spell. I still have the spell slot available.
Good points, and it sounds like you'll enjoy the added flexibility of having the wizard levels. So I say go for it!
However, have you considered the order you take the class levels? If not, and assuming you take the 2 wizard levels before taking the 5 sorcerer levels, you should think about how you'll feel being potentially 2 levels behind your teammates in getting the significant power boost at non-multiclassed character level 5.
I’d say sorcerer to lvl 5 then two lvls into wizard. Two lvl dips into wizard can be very useful for a sorc. I like the dragon sorc/evocation wiz multi class as well
I like the multiclassing, but both Wizard and Sorcerer are very frail. I'd say you would need to at least take misty step as a precaution, because in melee not all your shocking grasps are going to hit.
Rollback Post to RevisionRollBack
D&D is a game for nerds... so I guess I'm one :p
To post a comment, please login or register a new account.
I am quite new to Dnd so I could really use some feedback so i don't commit to a crap build.
My last char was a gnome illusionist and i fell in love with the control aspect of the build. This wild magic Sorc is an attempt at an unconventional control caster. The best thing I know is letting my team shine. Why cast a fireball when a fear spell can trigger a bunch of attacks of opportunity. Also a control caster with Con proficiency seems real sweet.
The way I see it there will be a few milestones for this build. For this example I have chosen lvl 7 as this will be a turning point for the build with the unlocking of lvl 3 spells, while still be early enough to actually come to fruition.
The build at lvl 7 Half-Elf - Wild magic Sorc 5/ Divination Wiz 2.
Stat priority Cha 18, Con 14, Dex 14, Int 14, Str and Wis as dump stats. With ability improvement at sorc 4. I could take con/dex to a 12/16 split instead.
Skills: Haven't decided. Properly just run of the mill Chr based NPC interaction skills.
Metamagic choices: Twinned spells, Careful spell and Heightened spell at lvl 10.
Wizard is a divination wiz for those 2 tasty Portent die.
At lvl 6 Sorc Bend Luck will come online bring heaps of fun.
The way I see it what i am mostly missing out on is that 1 higher lvl spell. However not having spells for this allows it to be converted into Sorc points for more bent luck and twinned spells. I am also delaying the last 1 or 2 Cha points from lvl 8 to lvl 10.
Below is what the current spell list will look like. Low lvl Sorc spells will be turned into higher lvl spells as I lvl up.
All but Hideous Laughter uses Cha for spell att / saving throws. The main idea is to use the wiz 2 for utility cantrips/lvl 1 spells and Sorc cantrips and higher lvl spells for combat. There is also the off chance that more lvl 1 spells or higher lvl ritual wizard spells may be added to the spellbook. Spell is just much fun with twinned spell to pass off.
So what do you think ? Am I spreading out too thin or should the build work ?
I think you'll be ok. However, I would suggest speccing out a straight level 7 sorcerer and seeing which looks more appealing to you.
For example, the straight level 7 sorcerer will have 2 more sorcery points, Bend Luck, and access to powerful level 4 control spells like Banishment, Confusion, and Wall of Fire.
Thanks for the reply! Tried it out and it seems inferior. Below is a draft spell list for a lvl 7 sorc. If i want to keep shield and mage armor i actually only exchange 1 spell from the old list with a lvl 4. Meanwhile I am losing 11 utility spells, 3 being cantrips and 4 being ritual spells. Granted i will get lvl 3 spells 2 levels sooner. At 5 sorc/2 wiz i will know more spells then a 20 sorc.
In terms on bent luck then the single extra use i will get from 2 move lvls in sorc seems to pale compared to the two portent die i gain from wiz 2. Later on portent and bent luck can even be stacked.
Also the amount of spell slots stay the same, so I only lose the ability to cast a single lvl 4 spell. I still have the spell slot available.
Good points, and it sounds like you'll enjoy the added flexibility of having the wizard levels. So I say go for it!
However, have you considered the order you take the class levels? If not, and assuming you take the 2 wizard levels before taking the 5 sorcerer levels, you should think about how you'll feel being potentially 2 levels behind your teammates in getting the significant power boost at non-multiclassed character level 5.
I’d say sorcerer to lvl 5 then two lvls into wizard. Two lvl dips into wizard can be very useful for a sorc. I like the dragon sorc/evocation wiz multi class as well
hmmm....
I like the multiclassing, but both Wizard and Sorcerer are very frail. I'd say you would need to at least take misty step as a precaution, because in melee not all your shocking grasps are going to hit.
D&D is a game for nerds... so I guess I'm one :p