So not the most optimized duel classes but it made a lot of sense for the characters backstory.
Basically shes a Cleric that has been worshipping a false god (mindflayer) that has tricked ppl into believing that its their god. She ran after discovering this and has been harnessing the dark energy as a Sorc. at the moment she is 2 lvls Cleric and 6 lvls Sorc.
Shes starting to find out that the real God is not a monster and is gaining help from her Allies.
Mechanically shes a big support player with good damage but i play her more support and twin casting buffs on the party like haste.
Her highest stat is CHA followed by WIS, CON, DEX.
She wears heavy armor being a Cleric and isnt afraid to get in the front line when needed. (popping shield she has 23 AC) and she loves using touch spells like shocking grasp and Vampiric Touch.
What kind of spell combos or Meta magic things should i be looking to use to optimize the character even more? Just got Shadow Hounds but at 3 sorc points for one target i hvnt needed to summon them yet.
I guess im just looking for best ways to optimize my turns
Shadow Sorcerers are a little deceptive: you might think, looking at their level 1 features, that they'd be about... attacking from Darkness for advantage? Sure, except Warlocks can already do that, and do that better with Agonizing Eldritch Blast. Or, tanking in melee? Sure, except that if you get hit for more than ten damage, you're probably failing that save, and you can only do it once... They can do those things, sure, but the subclass' most important and defining feature is actually hidden in the last paragraph of Hound of Ill Omen.
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:
The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
It appears with a number of temporary hit points equal to half your sorcerer level.
It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
They aren't a Darkness sniper, they aren't a tank, they aren't even a pet-class... they're all about save-based spells.
The Hound costs 3 Sorcery points, which seems expensive! But compare that to the Heightened Spell metamagic, which is the only other way the sorcerer has to force enemies to roll saves with disadvantage... also 3 sorcery points, for only one spell, once!!
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
A Shadow Sorcerer has a free Heightened Spell metamagic applied to every spell they cast against their chosen foe for as long as the Hound stays active... and given its 37 HP and half/sorc THP, that's likely to be at least 2 or 3 rounds, if not the full combat! And the Hound is attacking to do damage that whole time? And it's blocking lanes and providing a warm ally body adjacent to the enemy, for your allies that want that? And it can phase through creatures and objects and infallibly find the enemy if they're hiding? Yum.
Sorcerers in general, including Shadow Sorcerers, don't want too many multiclass levels, because it dilutes your pool of sorcery points. Cleric 2/Sorc 6 sounds perfect, and I wouldn't be in a rush to take any more Cleric levels any time soon, because those 2 levels are already giving you plenty of support spells to help the team in combat or exploration, heal your Hound and teammates, pop a soothing twilight bubble, etc. Your Wisdom-based Cleric spells are not going to be the save-based save-or-lose spells you want to throw on your Hound's target, you'll want to be taking Hold Monster or the like as Sorcerer spells to be doing that. Don't bother learning any Sorcerer spells that aren't save-based, play to your strengths and leave the attack rolls to those who need to make them. Save spells don't care if you're in melee or range, so feel free to run around in melee (or even Ride that Hound, if you're small!) without sticking to the back line. Often, spells that allow an enemy to save every round (like Hold Monster) can feel like a losing endeavor... but with the enemy having disadvantage on all those saves, round after round? Much more likely they stay up, especially if you pile a Bane or something on top afterwards!
So not the most optimized duel classes but it made a lot of sense for the characters backstory.
Basically shes a Cleric that has been worshipping a false god (mindflayer) that has tricked ppl into believing that its their god. She ran after discovering this and has been harnessing the dark energy as a Sorc. at the moment she is 2 lvls Cleric and 6 lvls Sorc.
Shes starting to find out that the real God is not a monster and is gaining help from her Allies.
Mechanically shes a big support player with good damage but i play her more support and twin casting buffs on the party like haste.
Her highest stat is CHA followed by WIS, CON, DEX.
She wears heavy armor being a Cleric and isnt afraid to get in the front line when needed. (popping shield she has 23 AC) and she loves using touch spells like shocking grasp and Vampiric Touch.
What kind of spell combos or Meta magic things should i be looking to use to optimize the character even more?
Just got Shadow Hounds but at 3 sorc points for one target i hvnt needed to summon them yet.
I guess im just looking for best ways to optimize my turns
Shadow Sorcerers are a little deceptive: you might think, looking at their level 1 features, that they'd be about... attacking from Darkness for advantage? Sure, except Warlocks can already do that, and do that better with Agonizing Eldritch Blast. Or, tanking in melee? Sure, except that if you get hit for more than ten damage, you're probably failing that save, and you can only do it once... They can do those things, sure, but the subclass' most important and defining feature is actually hidden in the last paragraph of Hound of Ill Omen.
They aren't a Darkness sniper, they aren't a tank, they aren't even a pet-class... they're all about save-based spells.
The Hound costs 3 Sorcery points, which seems expensive! But compare that to the Heightened Spell metamagic, which is the only other way the sorcerer has to force enemies to roll saves with disadvantage... also 3 sorcery points, for only one spell, once!!
A Shadow Sorcerer has a free Heightened Spell metamagic applied to every spell they cast against their chosen foe for as long as the Hound stays active... and given its 37 HP and half/sorc THP, that's likely to be at least 2 or 3 rounds, if not the full combat! And the Hound is attacking to do damage that whole time? And it's blocking lanes and providing a warm ally body adjacent to the enemy, for your allies that want that? And it can phase through creatures and objects and infallibly find the enemy if they're hiding? Yum.
Sorcerers in general, including Shadow Sorcerers, don't want too many multiclass levels, because it dilutes your pool of sorcery points. Cleric 2/Sorc 6 sounds perfect, and I wouldn't be in a rush to take any more Cleric levels any time soon, because those 2 levels are already giving you plenty of support spells to help the team in combat or exploration, heal your Hound and teammates, pop a soothing twilight bubble, etc. Your Wisdom-based Cleric spells are not going to be the save-based save-or-lose spells you want to throw on your Hound's target, you'll want to be taking Hold Monster or the like as Sorcerer spells to be doing that. Don't bother learning any Sorcerer spells that aren't save-based, play to your strengths and leave the attack rolls to those who need to make them. Save spells don't care if you're in melee or range, so feel free to run around in melee (or even Ride that Hound, if you're small!) without sticking to the back line. Often, spells that allow an enemy to save every round (like Hold Monster) can feel like a losing endeavor... but with the enemy having disadvantage on all those saves, round after round? Much more likely they stay up, especially if you pile a Bane or something on top afterwards!
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I'm going to make this way harder than it needs to be.
^^ Very helpful feedback. The hound is super cool and i like it a lot but just havnt had the chance to really utilize him yet.
It seems like Focus on Spell saves against opponents when single target and buff party in large fights.
I have definitely gotten a bit more front liner than i probably should have but thank you so much for the advice!