My character is currently an Aasimar (Scourge) Devotion Paladin, LvL 4 in Curse of Strahd. My stats are as follows : STR 18 DEX 8 CON 15 INT 8 WIS 11 CHA 18 and I already used my ASI from 4th lvl (+1 to STR & CHA). I intend to go Paladin 6 for the extra attack and the sweet Aura of Protection then multiclass into divine soul sorcerer for the rest of the campaign. My DM told us we would reach somewhere between 10th and 15th level. We are 4 in the group, myself, an armorer artificer, a giant soul sorcerer, and a creation bard.
Since i'm basically the only source of somewhat divine power we got, divine soul seems like the perfect pick to multiclass into, since it will give me a few cleric spells off of my charsima and it will give me more smite slots. But i'm VERY interested by the huge spell list i'm allowed to choose from for my future sorcerer spells but i'll need some help.
Basically which spells would be the most intersting to take for a melee sorcadin in heavy armor ?
Btw I intend to take resilient CON for my next ASI for more HP and huge bonus to CON save.
Going through the list of Sorcerer/Cleric spells that aren't on the Paladin spell list, there's Absorb Elements. A classic defensive spell that gives you a solid boost to your next Melee attack. Sticking to early level spells... Jump is more useful than it seems, as it can help compensate for your less-than-ideal movement, letting you hop over hazards or jump to put flying creatures or creatures stationed at high ground into melee range. Shield is a classic as well... you basically have Absorb Elements for reducing damage from AOE spells, and Shield to protect yourself from attacks. Although in that same vein, Sorcerer gives you Silvery Barbs, which is one of those spells I'm pretty sure is too good for a level 1 spell.
There's a lot of good 1st level reaction spells to help you as a Melee Fighter is all I'm saying.
Getting into second level spells, Blindness/Deafness has a secret power... it's concentration free. One of very few debuff spells that is. As a Sorcerer you can quicken Blindness on a creature to give yourself advantage on melee attacks. This is mostly useful if you're already concentrating on something else, otherwise there are better debuff spells at your disposal.
Speaking of concentration spells... Blur is always a good one. With your high AC already as a Paladin, you can drastically reduce the odds of you being hit. This could be especially necessary if you're planning to go primarily Sorcerer for the rest of your campaign, since you're trading down to a pretty low Hitpoint Die with Sorcerer compared to Paladin.
However, when it comes to Concentration spells... it's hard to beat Spiritual Weapon. A bonus action ranged attack you can use over and over again with a single spell slot? Plus you can upcast it to make it even more powerful. Although it is a bit outclassed by Spirit Guardians, which actually deals radiant damage and hits multiple targets. It's also very useful for you as a melee fighter, since it turns the area around you into difficult terrain... well, technically it just halves the speed of creatures in the aura, which is even better because any creature that has features that resist difficult terrain are still affected by it, and your allies aren't slowed down at all.
Anyway, that's just a few low level suggestions to focus on early on. I think you'll have time to look into what you want for higher levels and plan accordingly.
I had considered Absorb Elements and Spirit Guardians but also Guiding Bolt in case my ennemy is too far out of reach. Shield I don't know if it's worth it since i only have 17 AC (breastplate). But silvery barbs i didn't know i had access to it and that's very interesting. Maybe a lil too broken but meh i'll talk it out with my DM see what she thinks.
And I hadn't considered Blur either, I'll admit I focused my research on the Cleric side of the spell list since I didn't want to step on the toes of the Full blooded sorcerer in the group but you make a good point. Disadvantage to hit for all ennemies and if they do hit me I'll have something like a +6 to CON save to keep concentration so not terrible yet.
Spiritual weapon is very tempting too, concentration free, uses my bonus action for which i have little use, and makes the most out of my limited spell slots.
Thanks a bunch i'll look into that as I level up but you made me think of it a diffrent way thanks =D
I'm playing a Sorcadin my next campaign, same type of deal, 6 lvls Paladin then the rest Divine Soul Sorcerer. I was looking at Devotion (charisma attack modifier is nice) but I ended up shying away from it due to the Action requirement. If it was a bonus action to turn on that would be much nicer, but an Action, I dunno, unless you know you can't attack that round I can't see it being useful enough to miss an attack, especially once you hit lvl 5 and have extra attack. But certainly to each their own! I could be way off and you might use it quite often! I favored Conquest just so I could get Spiritual Weapon a bit earlier. It turns on at lvl 5, or you can wait but you wont have access to it until lvl 9 (assuming 6 lvls Paladin and 3 lvls Sorc), so to me that was too long to wait for such a good use of bonus action. Also Conquest gives you Armor of Agathys which can be great for a melee build giving you extra HP and dmg to melee attackers.
For me, I assume lvls 2-5 is Bless and just attack. Lvl 5 it would be Bless + Spiritual Weapon (or if you want extra dmg you could go Divine Favor instead of Bless, but it only works on your melee attacks, doesn't add to Spiritual Weapon like Hex does).
From lvls 5 to 8 you'll basically be doing the above since you don't get access to any other big spells until Sorc lvl 3. Though Green Flame Blade could do a bit more dmg if you have two enemies 5ft from eachother (so instead of 1d8+4x2 for your two attacks it would be 2d8+4 and 1d8+4 to the other target).
Then lvl 9 you can Shadow Blade x2 (upcasted to a lvl 3 spell slot so 3d8) plus Spiritual Weapon for some good dmg. Once you hit lvl 11 you'll get Spirit Guardians and you'll likely be best to switch Shadow Blade out for that unless maybe you're in dim light or have only 1 or 2 enemies, you could go either way.
Hey
My character is currently an Aasimar (Scourge) Devotion Paladin, LvL 4 in Curse of Strahd. My stats are as follows : STR 18 DEX 8 CON 15 INT 8 WIS 11 CHA 18 and I already used my ASI from 4th lvl (+1 to STR & CHA). I intend to go Paladin 6 for the extra attack and the sweet Aura of Protection then multiclass into divine soul sorcerer for the rest of the campaign. My DM told us we would reach somewhere between 10th and 15th level. We are 4 in the group, myself, an armorer artificer, a giant soul sorcerer, and a creation bard.
Since i'm basically the only source of somewhat divine power we got, divine soul seems like the perfect pick to multiclass into, since it will give me a few cleric spells off of my charsima and it will give me more smite slots. But i'm VERY interested by the huge spell list i'm allowed to choose from for my future sorcerer spells but i'll need some help.
Basically which spells would be the most intersting to take for a melee sorcadin in heavy armor ?
Btw I intend to take resilient CON for my next ASI for more HP and huge bonus to CON save.
Thanks in advance =)
Going through the list of Sorcerer/Cleric spells that aren't on the Paladin spell list, there's Absorb Elements. A classic defensive spell that gives you a solid boost to your next Melee attack. Sticking to early level spells... Jump is more useful than it seems, as it can help compensate for your less-than-ideal movement, letting you hop over hazards or jump to put flying creatures or creatures stationed at high ground into melee range. Shield is a classic as well... you basically have Absorb Elements for reducing damage from AOE spells, and Shield to protect yourself from attacks. Although in that same vein, Sorcerer gives you Silvery Barbs, which is one of those spells I'm pretty sure is too good for a level 1 spell.
There's a lot of good 1st level reaction spells to help you as a Melee Fighter is all I'm saying.
Getting into second level spells, Blindness/Deafness has a secret power... it's concentration free. One of very few debuff spells that is. As a Sorcerer you can quicken Blindness on a creature to give yourself advantage on melee attacks. This is mostly useful if you're already concentrating on something else, otherwise there are better debuff spells at your disposal.
Speaking of concentration spells... Blur is always a good one. With your high AC already as a Paladin, you can drastically reduce the odds of you being hit. This could be especially necessary if you're planning to go primarily Sorcerer for the rest of your campaign, since you're trading down to a pretty low Hitpoint Die with Sorcerer compared to Paladin.
However, when it comes to Concentration spells... it's hard to beat Spiritual Weapon. A bonus action ranged attack you can use over and over again with a single spell slot? Plus you can upcast it to make it even more powerful. Although it is a bit outclassed by Spirit Guardians, which actually deals radiant damage and hits multiple targets. It's also very useful for you as a melee fighter, since it turns the area around you into difficult terrain... well, technically it just halves the speed of creatures in the aura, which is even better because any creature that has features that resist difficult terrain are still affected by it, and your allies aren't slowed down at all.
Anyway, that's just a few low level suggestions to focus on early on. I think you'll have time to look into what you want for higher levels and plan accordingly.
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Thanks for the reply =D
I had considered Absorb Elements and Spirit Guardians but also Guiding Bolt in case my ennemy is too far out of reach. Shield I don't know if it's worth it since i only have 17 AC (breastplate). But silvery barbs i didn't know i had access to it and that's very interesting. Maybe a lil too broken but meh i'll talk it out with my DM see what she thinks.
And I hadn't considered Blur either, I'll admit I focused my research on the Cleric side of the spell list since I didn't want to step on the toes of the Full blooded sorcerer in the group but you make a good point. Disadvantage to hit for all ennemies and if they do hit me I'll have something like a +6 to CON save to keep concentration so not terrible yet.
Spiritual weapon is very tempting too, concentration free, uses my bonus action for which i have little use, and makes the most out of my limited spell slots.
Thanks a bunch i'll look into that as I level up but you made me think of it a diffrent way thanks =D
I'm playing a Sorcadin my next campaign, same type of deal, 6 lvls Paladin then the rest Divine Soul Sorcerer. I was looking at Devotion (charisma attack modifier is nice) but I ended up shying away from it due to the Action requirement. If it was a bonus action to turn on that would be much nicer, but an Action, I dunno, unless you know you can't attack that round I can't see it being useful enough to miss an attack, especially once you hit lvl 5 and have extra attack. But certainly to each their own! I could be way off and you might use it quite often! I favored Conquest just so I could get Spiritual Weapon a bit earlier. It turns on at lvl 5, or you can wait but you wont have access to it until lvl 9 (assuming 6 lvls Paladin and 3 lvls Sorc), so to me that was too long to wait for such a good use of bonus action. Also Conquest gives you Armor of Agathys which can be great for a melee build giving you extra HP and dmg to melee attackers.
For me, I assume lvls 2-5 is Bless and just attack. Lvl 5 it would be Bless + Spiritual Weapon (or if you want extra dmg you could go Divine Favor instead of Bless, but it only works on your melee attacks, doesn't add to Spiritual Weapon like Hex does).
From lvls 5 to 8 you'll basically be doing the above since you don't get access to any other big spells until Sorc lvl 3. Though Green Flame Blade could do a bit more dmg if you have two enemies 5ft from eachother (so instead of 1d8+4x2 for your two attacks it would be 2d8+4 and 1d8+4 to the other target).
Then lvl 9 you can Shadow Blade x2 (upcasted to a lvl 3 spell slot so 3d8) plus Spiritual Weapon for some good dmg. Once you hit lvl 11 you'll get Spirit Guardians and you'll likely be best to switch Shadow Blade out for that unless maybe you're in dim light or have only 1 or 2 enemies, you could go either way.
Thats how I am building my Sorcadin at least.
There are several spells that combat casters can take because they are up close so often.
Here is my list for the up close Paladin/Cleric/Sorceror list, upto 4th level spells: