I need some perspective on which of these those builds for a Sorclock (Shadow Sorcerer + Hexblade Warlock) is better.
The character I intend to use this build is primary melee combatant and the general idea is to use the melee cantrips from SCAG combined with and the metamagic from sorcerer (Which means attack action will not be used). Both builds have theirs PROs and CONs and I wanted some help to figure out which one is the best in your opinion.
Build number 1 is Shadow Sorcerer 14/6 Hexblade Warlock and number 2 is Shadow Sorcerer 18/2 Hexblade Warlock. I will list the main differences between the two and would like to know your opinion on which one should I pick (Campaings goes to lvl 20)
1. Shadow Sorcerer 14/6 Hexblade Warlock
1 more Warlock Invocation than the other Build
Warlock slots lvl 3 (instead of 1st level)
Warlock Pact
Access to 'Accursed Specter' from Hexblade Warlock (lvl 6 Feature)
Access to Eldritch Smite Invocation
Higher HP dice
Learns 4 more spells from Warlock than the other build
2. Shadow Sorcerer 18/2 Hexblade Warlock
One more lvl 5 and lvl 6 spell slot
Access to lvl 8 and 9 sorcerer's spell slot (wish spell!)
Access to 'Umbral Form' from Shadow Sorcerer (lvl 18 Feature)
Access to 1 extra metamagic option
Learns 2 more spells from Sorcerer than the other build
I think this cover the major differences between the two builds, Im more inclined on getting build number 1 for the extra invocation, higher HP and access to eldritch smite will combo well with the Hexblade's Curse (Critical 19-20 Range)
What do you Guys think ? Which one is preferable in your opinion ?
I personally like the first one better. Yea having level 8 and 9 spells, and a few extra higher slots is nice, but the first one has a lot fun potential early on depending on how you took your levels.
Whatever you do, take Sorcerer first for the proficiency in constitution saves for concentration checks. It's a lot better than the extra 2 Hit points.
If you're taking average hit point gains on level up, we're not talking about that many more hit points between the builds. 6 vs 8 for 4 levels. The difference is only 4 hit points. If you went straight sorcerer and for some reason only took 10 constitution, you'd have 82 hp at lvl 20. If you went Sorcerer 14/warlock 6, you'd have 88. If you went Sorcerer18/warlock2 you'd have 84. Slightly more healing on short rests from 4 added D8 hit dice would amount to an average of 1 extra hit point per Hit dice or 4 if you used them all. I wouldn't let hit dice influence your decision that much. High constitution will play a much bigger role. Maybe even take hill dwarf for an extra HP per level or tough feat for an extra 2 per level. Slightly more healing on short rests from 4 added D8 hit dice would amount to an average of 1 extra hit point per Hit dice.
You can only use eldritch smite twice and can't upcast it very far. With Warlock 6, we're only dealing an average damage per use of 18 at level 20, twice per short rest. Knocking something prone will have some team benefits. It is useful, but I think not worth giving up everything you're missing out on with 4 more levels in Sorcerer.
Accursed Specter is a cool class feature that scales off of warlock level (A little). I think Umbral form is cooler though.
I don't know if maybe you have checked this guide out but it's an interesting guide about the Sorlock Multiclass. It's focused on Spellcasting but maybe it could give you good hints for your charcater. Her's the link:
I've checked it because I've been interested in the Sorlock too. But as I've never played a Warlock before I guess I'm gonna go solo class route first.
A human variant (for spell sniper) shadow sorcerer (18) and Hexblade (2) (Agonizing blast, Eldritch spear) is the most powerful blaster caster. At 17th level, you are able to cast eldritch blast+chr damage but then you can quick cast it. This allows you to have 8 shots. With a little bit of prep, you can cast hex+hexblade's curse. This means that you have 8d10+chr*8+8d6+prof*8 damage if it is within 30ft. At 90ft you can do 8d10+chr*8+8d6 damage. At 600ft you do just the eldritch blast damage 8d10+chr*8. At 1200ft you can do 4d10+chr*4 ignoring 3/4 and 1/2 cover. You are able to convert spell slots to sorcery points to allow you to do this every turn. At 20th level you can use your umbral form to get resistance to almost all damage and the ability to go through walls. You can also go from shadow to shadow with your teleport or cast major invisibility.
You want a progression that is both fun and viable at all levels, not just something that comes online in tier four. What role will you fill in your group in the other tiers? What about the non-combat aspects of play?
I personally like the first one better. Yea having level 8 and 9 spells, and a few extra higher slots is nice, but the first one has a lot fun potential early on depending on how you took your levels.
You would only get 7th level spells - spellcasting multiclass rules don't apply to warlocks.
Nr 2 is likely more powerful, if you are not going to use attack action I don't see any point in going above lv 3 hexblade. In my head thats where the debate is at - 2 og three levels in hexblade (for two more spell levels per short rest and Pact Boon. Personally I have been toying with a Shadow sorc 18/Hexblade 2, but without the melee-element. Pure caster.
Your comparison also lack 4 spellpoints in favor of the 18 sorc.
I’m also about to start playing this sorlock combo. I have been considering doing 14 sorcerer, 5 warlock, and 1 rogue. Shadow sorcerer can pair very well with sneak attack. Though I might drop rogue, but I’m not sure yet. I’m doing 14 sorcerer so I can get Shadow walk at 14th level, and the higher levels of warlock so I can get more Eldritch Invocations. I’m not going for a particularly optimized build either. I wanna be more of a Gish as well, since my whole group is made of casters, except for our rogue who is NOT optimized. Lol.
slight necro, but don't forget the part of having no arcane focus, and a sentient two handed weapon as a hex and pact weapon...not to mention even if this character got a different weapon to use as their pact/hex weapon that followed the rules...it still can't be used as an arcane focus without Improved pact weapon...which this build also lacks. I'm not really sure how this character did anything.
TLDR: you have a level 20 caster lacking an arcane focus...wielding a sentient great sword breaking RAW for both hex and pact weapon... and that's before trying to figure out how you got 150 temp HP also
I´d suggest going Sorcerer 17 Warlock 3 if you want the subclass beneficts and also for regaining up to 4 Sorcery Points per short rest rather than 2. You lose 1 level of Sorcerer progression though; i find the character more versalite that way but Sorcerer 18 Warlock 2 works perfectly aswell.
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Hello Guys !
I need some perspective on which of these those builds for a Sorclock (Shadow Sorcerer + Hexblade Warlock) is better.
The character I intend to use this build is primary melee combatant and the general idea is to use the melee cantrips from SCAG combined with and the metamagic from sorcerer (Which means attack action will not be used). Both builds have theirs PROs and CONs and I wanted some help to figure out which one is the best in your opinion.
Build number 1 is Shadow Sorcerer 14/6 Hexblade Warlock and number 2 is Shadow Sorcerer 18/2 Hexblade Warlock. I will list the main differences between the two and would like to know your opinion on which one should I pick (Campaings goes to lvl 20)
1. Shadow Sorcerer 14/6 Hexblade Warlock
2. Shadow Sorcerer 18/2 Hexblade Warlock
I think this cover the major differences between the two builds, Im more inclined on getting build number 1 for the extra invocation, higher HP and access to eldritch smite will combo well with the Hexblade's Curse (Critical 19-20 Range)
What do you Guys think ? Which one is preferable in your opinion ?
I personally like the first one better. Yea having level 8 and 9 spells, and a few extra higher slots is nice, but the first one has a lot fun potential early on depending on how you took your levels.
Whatever you do, take Sorcerer first for the proficiency in constitution saves for concentration checks. It's a lot better than the extra 2 Hit points.
If you're taking average hit point gains on level up, we're not talking about that many more hit points between the builds. 6 vs 8 for 4 levels. The difference is only 4 hit points. If you went straight sorcerer and for some reason only took 10 constitution, you'd have 82 hp at lvl 20. If you went Sorcerer 14/warlock 6, you'd have 88. If you went Sorcerer18/warlock2 you'd have 84. Slightly more healing on short rests from 4 added D8 hit dice would amount to an average of 1 extra hit point per Hit dice or 4 if you used them all. I wouldn't let hit dice influence your decision that much. High constitution will play a much bigger role. Maybe even take hill dwarf for an extra HP per level or tough feat for an extra 2 per level. Slightly more healing on short rests from 4 added D8 hit dice would amount to an average of 1 extra hit point per Hit dice.
You can only use eldritch smite twice and can't upcast it very far. With Warlock 6, we're only dealing an average damage per use of 18 at level 20, twice per short rest. Knocking something prone will have some team benefits. It is useful, but I think not worth giving up everything you're missing out on with 4 more levels in Sorcerer.
Accursed Specter is a cool class feature that scales off of warlock level (A little). I think Umbral form is cooler though.
My vote would definitely be the Second Option!
I don't know if maybe you have checked this guide out but it's an interesting guide about the Sorlock Multiclass.
It's focused on Spellcasting but maybe it could give you good hints for your charcater.
Her's the link:
http://www.enworld.org/forum/showthread.php?596310-GUIDE-The-Sorlock-�-Guide-to-the-tormented-divine-soul-with-Xanathar-s-Divine-Soul(17)-Hexblade(3)
I've checked it because I've been interested in the Sorlock too. But as I've never played a Warlock before I guess I'm gonna go solo class route first.
A human variant (for spell sniper) shadow sorcerer (18) and Hexblade (2) (Agonizing blast, Eldritch spear) is the most powerful blaster caster. At 17th level, you are able to cast eldritch blast+chr damage but then you can quick cast it. This allows you to have 8 shots. With a little bit of prep, you can cast hex+hexblade's curse. This means that you have 8d10+chr*8+8d6+prof*8 damage if it is within 30ft. At 90ft you can do 8d10+chr*8+8d6 damage. At 600ft you do just the eldritch blast damage 8d10+chr*8. At 1200ft you can do 4d10+chr*4 ignoring 3/4 and 1/2 cover. You are able to convert spell slots to sorcery points to allow you to do this every turn. At 20th level you can use your umbral form to get resistance to almost all damage and the ability to go through walls. You can also go from shadow to shadow with your teleport or cast major invisibility.
You want a progression that is both fun and viable at all levels, not just something that comes online in tier four. What role will you fill in your group in the other tiers? What about the non-combat aspects of play?
You would only get 7th level spells - spellcasting multiclass rules don't apply to warlocks.
Nr 2 is likely more powerful, if you are not going to use attack action I don't see any point in going above lv 3 hexblade. In my head thats where the debate is at - 2 og three levels in hexblade (for two more spell levels per short rest and Pact Boon. Personally I have been toying with a Shadow sorc 18/Hexblade 2, but without the melee-element. Pure caster.
Your comparison also lack 4 spellpoints in favor of the 18 sorc.
Building a scorlock. 5 lvl lock/ 15 scor...any advise on my build.
I’m also about to start playing this sorlock combo. I have been considering doing 14 sorcerer, 5 warlock, and 1 rogue. Shadow sorcerer can pair very well with sneak attack. Though I might drop rogue, but I’m not sure yet. I’m doing 14 sorcerer so I can get Shadow walk at 14th level, and the higher levels of warlock so I can get more Eldritch Invocations. I’m not going for a particularly optimized build either. I wanna be more of a Gish as well, since my whole group is made of casters, except for our rogue who is NOT optimized. Lol.
How are you planning to play this build and why hexblade instead of a different patron that is better on what is mostly a caster?
That will affect the answer.
This is my toon and she completed the strahd campaign.
https://ddb.ac/characters/31563224/RvDVs3
28 Dex AND 28 Cha with 10 feats and no ASI's......what?
She passed her rolls on every curse stone and each one gave her a feat or ability score. Playing it was a nail biter.
slight necro, but don't forget the part of having no arcane focus, and a sentient two handed weapon as a hex and pact weapon...not to mention even if this character got a different weapon to use as their pact/hex weapon that followed the rules...it still can't be used as an arcane focus without Improved pact weapon...which this build also lacks. I'm not really sure how this character did anything.
TLDR: you have a level 20 caster lacking an arcane focus...wielding a sentient great sword breaking RAW for both hex and pact weapon... and that's before trying to figure out how you got 150 temp HP also
I´d suggest going Sorcerer 17 Warlock 3 if you want the subclass beneficts and also for regaining up to 4 Sorcery Points per short rest rather than 2. You lose 1 level of Sorcerer progression though; i find the character more versalite that way but Sorcerer 18 Warlock 2 works perfectly aswell.