I am going to be leveling up to 6th level Sorcerer (11th level Character), I am the divine soul so can choose between Sorcerer and Cleric, and want some suggestions for what my next spell should be. I have a bunch of the classics/ Basics, relying mostly on physical attacks or Eldritch Blasts, and thinking of my next feat being the Ritual Caster Feat (Divine) for a lot of divination spells.
My role so far a switch between Front Line and ranged damage. Group is Human Paladin/Sorcerer (Front), Human War Cleric (Front), Half elf Thief Scout (Front and.or ranged), Halfing Lore Bard (support), Elf Evocation Mage (Ranged / Damage), Human Hunter Ranger (Ranged)
Bless is a huge boost to a party in many different contexts, but your War Cleric or Lore Bard should already have that covered.... but you have an obscenely large party, so having two Bless casters would be nice, rather than leaving half the party uncovered or upcasting the spell. But, I'm guessing that you typically have your Concentration occupied in most battles by either Darkness (assuming you have Devil's Sight?) or Hex, or Hypnotic Pattern, so you probably don't need more competing Concentration spells unless they fulfill a radically different role than damage boosting Hex, escape/zone control Darkness], or enemy incapacitating Hypnotic Pattern.
How about Daylight? Four of your party lack Darkvision, so I'm sure that could come in handy in a fight or two.
Fear is a competing concentration, but (A) is best positioned by a caster not afraid to get in melee, like you sound you are, and (B) does a lot of things at once, including hard control on movement, defensive boost to your whole party from enemy disadvantage, disarming many enemies and making them move away from their dropped items, etc. I think it's a great multi-purpose spell, and while it's enemy incapacitation role overlaps with Hypnotic Pattern a little bit, it might be useful in different contexts or when an enemy is immune to Charmed but not Frightened (though admittedly, many enemies immune to one will be immune to the other as well).
Fly isn't on your list yet, and the ability to cast Eldritch Blast from the air is enough to solo many types of encounters, as well as its very flexible exploration applications. I don't see a wall-running monk in your party yet, so having at least one party member that can Fly (or more, if the Wizard is casting it too) will probably help the group from time to time. It may even help you get the Paladin into a fight, if you have to fight a Dragon or something.
Mass Healing Word isn't your responsibility, but is great for turning around a TPK if your Cleric gets knocked out. Good spell to have in your back pocket.
Sending or Speak with Dead are important RP tools, depending on your campaign. Another caster can probably nab those instead though...
Spirit Guardians only gets better the more characters in the team can cast it to cover more of the battlefield. Competes with Concentration, but "damaging AOE zone control" is a niche you don't have a spell for yet.
That's about it, just looking at third level spells.
Lightning bolt has served me well in the past. The line of damage can do hurt in situations where fireball is less effective. Suggestions above are good, especially MHW.
Thanks all. I am thinking of swapping out my healing word now when I level too mass healing word (don't need both and being able to swap my spell points around 3 extra spell points isn't a big deal). Thinking about blink, sending or spirt guardian. I realize i probably would never use blink but the idea of preparing blink and darkness pre fight then doing quickened blasts just sounds like something scary.
I think I am settled on enemies abound. We don't do any crowd control or use formation tactics to control the battlefield (i have brought it up as suggestions but the group complains about spells like spike growth and what not because they can't run up and smash things.. Even though all our warrior types are also spell casters with offensive cantrips).
Going all the way to 5th level warlock and not getting Hunger of Hadar is unusual. Good warlock spell.
Enemies abound is surprisingly hard to use, I had it for while and found it less useful than Hypnotic Pattern. If it does not have allies close by, than the spell is worthless. If it does have allies, Hypnotic Pattern is a better spell as long as they are close by.
I would consider Dragon's Breath, it is a nice thing to give a familiar if you get one via warlock.
I would ignore Lightning Bolt and Invisibility. Too many limitations.
I also suggest you look at what spells others in your party. While you want at least two healers/revivify, most of the time you only need one person to know each spell.
P.S. Going 50/50 usually makes multi-classing much worse rather than taking a dip into one class and focusing on the other.
I am going sorcerer for the rest. Party doesn't do any crowd control or defensive tactics so thought enemies abound would be good to tactic, but your comment made me reconsider. The reason i was going to choose that was because our lines are broken quite often, which enemies abound isn't as useful. When he can i am going to take meta magic - careful so i can use hypnotic pattern in battle without caring where players are and banishment.
The group though mostly spellcasters tend to just cast healing or just focus on damage (fireball or magic Missile from the wizard or melee attack from the cleric or paladin). I am not worried about my familiar being offensive but focus on help for advantage or healing potions to fallen comrades (someone goes down at least every other fight). I didn't know about hunger of Hadar. Cool spell!
So I am trying to be a lot of roles. Healer, controller and artillery. My gf plays as well and tries to work at a controller (she sees how effective it is with other characters in a different campaign i run with her but has some challenges both with knowing when to use which spell, and a group who just wants to charge (or plug a door) and attack, thinking that is strategy (and the dm always has opponents jump /teleport past defensive lines) and the refuse to use my invisible imp familiar as a scout... I have no idea why
I am going sorcerer for the rest. Party doesn't do any crowd control or defensive tactics so thought enemies abound would be good to tactic, but your comment made me reconsider. The reason i was going to choose that was because our lines are broken quite often, which enemies abound isn't as useful. When he can i am going to take meta magic - careful so i can use hypnotic pattern in battle without caring where players are and banishment.
The group though mostly spellcasters tend to just cast healing or just focus on damage (fireball or magic Missile from the wizard or melee attack from the cleric or paladin). I am not worried about my familiar being offensive but focus on help for advantage or healing potions to fallen comrades (someone goes down at least every other fight). I didn't know about hunger of Hadar. Cool spell!
So I am trying to be a lot of roles. Healer, controller and artillery. My gf plays as well and tries to work at a controller (she sees how effective it is with other characters in a different campaign i run with her but has some challenges both with knowing when to use which spell, and a group who just wants to charge (or plug a door) and attack, thinking that is strategy (and the dm always has opponents jump /teleport past defensive lines) and the refuse to use my invisible imp familiar as a scout... I have no idea why
I'd consider letting your melee charge the front and then putting some CC like spike growth behind them to protect the rear.
Something else that you could do is start working some strategy with your GF. Getting some synergy from your actions will help both of you be more effective, and you'll be able to say things like, "'This is just like Budapest.' 'You and I remember Budapest very differently.'"
Maybe after seeing what some strategy can do, the rest of the party might start doing it as well.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am going to be leveling up to 6th level Sorcerer (11th level Character), I am the divine soul so can choose between Sorcerer and Cleric, and want some suggestions for what my next spell should be. I have a bunch of the classics/ Basics, relying mostly on physical attacks or Eldritch Blasts, and thinking of my next feat being the Ritual Caster Feat (Divine) for a lot of divination spells.
My role so far a switch between Front Line and ranged damage. Group is Human Paladin/Sorcerer (Front), Human War Cleric (Front), Half elf Thief Scout (Front and.or ranged), Halfing Lore Bard (support), Elf Evocation Mage (Ranged / Damage), Human Hunter Ranger (Ranged)
https://www.dndbeyond.com/profile/CraigButcher/characters/36526390
My Current spells
Booming Blade (Cantrip)
Green-Flame Blade (Cantrip)
Guidance (Cantrip)
Mage Hand (Cantrip)
Minor Illusion (Cantrip)
Eldritch Blast (Cantrip)
Mind Sliver* (Cantrip)
Prestidigitation (Cantrip)
Absorb Elements (1st)
Healing Word (1st)
Hex (1st)
Shield (1st)
Gift of Alacrity (1st)
Aid (2nd)
See Invisibility (2nd)
Darkness (2nd)
Invisibility (2nd)
Misty Step (2nd)
Dispel Magic (3rd)
Fireball* (3rd)
Counterspell (3rd)
Hypnotic Pattern* (3rd)
Revivify (3rd)
Bless is a huge boost to a party in many different contexts, but your War Cleric or Lore Bard should already have that covered.... but you have an obscenely large party, so having two Bless casters would be nice, rather than leaving half the party uncovered or upcasting the spell. But, I'm guessing that you typically have your Concentration occupied in most battles by either Darkness (assuming you have Devil's Sight?) or Hex, or Hypnotic Pattern, so you probably don't need more competing Concentration spells unless they fulfill a radically different role than damage boosting Hex, escape/zone control Darkness], or enemy incapacitating Hypnotic Pattern.
How about Daylight? Four of your party lack Darkvision, so I'm sure that could come in handy in a fight or two.
Fear is a competing concentration, but (A) is best positioned by a caster not afraid to get in melee, like you sound you are, and (B) does a lot of things at once, including hard control on movement, defensive boost to your whole party from enemy disadvantage, disarming many enemies and making them move away from their dropped items, etc. I think it's a great multi-purpose spell, and while it's enemy incapacitation role overlaps with Hypnotic Pattern a little bit, it might be useful in different contexts or when an enemy is immune to Charmed but not Frightened (though admittedly, many enemies immune to one will be immune to the other as well).
Fly isn't on your list yet, and the ability to cast Eldritch Blast from the air is enough to solo many types of encounters, as well as its very flexible exploration applications. I don't see a wall-running monk in your party yet, so having at least one party member that can Fly (or more, if the Wizard is casting it too) will probably help the group from time to time. It may even help you get the Paladin into a fight, if you have to fight a Dragon or something.
Mass Healing Word isn't your responsibility, but is great for turning around a TPK if your Cleric gets knocked out. Good spell to have in your back pocket.
Sending or Speak with Dead are important RP tools, depending on your campaign. Another caster can probably nab those instead though...
Spirit Guardians only gets better the more characters in the team can cast it to cover more of the battlefield. Competes with Concentration, but "damaging AOE zone control" is a niche you don't have a spell for yet.
That's about it, just looking at third level spells.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Lightning bolt has served me well in the past. The line of damage can do hurt in situations where fireball is less effective. Suggestions above are good, especially MHW.
Thanks all. I am thinking of swapping out my healing word now when I level too mass healing word (don't need both and being able to swap my spell points around 3 extra spell points isn't a big deal). Thinking about blink, sending or spirt guardian. I realize i probably would never use blink but the idea of preparing blink and darkness pre fight then doing quickened blasts just sounds like something scary.
I think I am settled on enemies abound. We don't do any crowd control or use formation tactics to control the battlefield (i have brought it up as suggestions but the group complains about spells like spike growth and what not because they can't run up and smash things.. Even though all our warrior types are also spell casters with offensive cantrips).
Going all the way to 5th level warlock and not getting Hunger of Hadar is unusual. Good warlock spell.
Enemies abound is surprisingly hard to use, I had it for while and found it less useful than Hypnotic Pattern. If it does not have allies close by, than the spell is worthless. If it does have allies, Hypnotic Pattern is a better spell as long as they are close by.
I would consider Dragon's Breath, it is a nice thing to give a familiar if you get one via warlock.
You have missed the good cleric attack spells.
I would ignore Lightning Bolt and Invisibility. Too many limitations.
I also suggest you look at what spells others in your party. While you want at least two healers/revivify, most of the time you only need one person to know each spell.
P.S. Going 50/50 usually makes multi-classing much worse rather than taking a dip into one class and focusing on the other.
I am going sorcerer for the rest. Party doesn't do any crowd control or defensive tactics so thought enemies abound would be good to tactic, but your comment made me reconsider. The reason i was going to choose that was because our lines are broken quite often, which enemies abound isn't as useful. When he can i am going to take meta magic - careful so i can use hypnotic pattern in battle without caring where players are and banishment.
The group though mostly spellcasters tend to just cast healing or just focus on damage (fireball or magic Missile from the wizard or melee attack from the cleric or paladin). I am not worried about my familiar being offensive but focus on help for advantage or healing potions to fallen comrades (someone goes down at least every other fight). I didn't know about hunger of Hadar. Cool spell!
So I am trying to be a lot of roles. Healer, controller and artillery. My gf plays as well and tries to work at a controller (she sees how effective it is with other characters in a different campaign i run with her but has some challenges both with knowing when to use which spell, and a group who just wants to charge (or plug a door) and attack, thinking that is strategy (and the dm always has opponents jump /teleport past defensive lines) and the refuse to use my invisible imp familiar as a scout... I have no idea why
I'd consider letting your melee charge the front and then putting some CC like spike growth behind them to protect the rear.
Something else that you could do is start working some strategy with your GF. Getting some synergy from your actions will help both of you be more effective, and you'll be able to say things like, "'This is just like Budapest.' 'You and I remember Budapest very differently.'"
Maybe after seeing what some strategy can do, the rest of the party might start doing it as well.