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5E Avernus Paladin/Sorcadin
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<blockquote data-quote="RogueJK" data-source="post: 7898121" data-attributes="member: 170"><p>Warlock would be thematically less appealing, considering the roleplaying aspect of trying to find a non-Fiend warlock patron to which to pledge my service while in Avernus. Plus, the party Warlock is currently hurting a little bit from a slight dearth of short rests so far. And two Warlocks is a bit redundant, especially for a relatively small party like ours.</p><p></p><p>Mechanically, I don't think giving up the Sorcerer's primary bonuses of 5x higher level slots, Metamagic to Twin/Quicken spells, extra lower level spell slots from Spell Points when needed, and wider/higher level spell selection is worth the Warlock's primary bonuses of higher average ranged damage compared to Chill Touch, 2x short rest lower level slots, and a few more utility Cantrips.</p><p></p><p></p><p>As I found pointed out in another thread, 6/6 has a few additional positives that I hadn't considered. First, is the ability to Twin certain buff spells, initially with the lower level Paladin buffs of Shield of Faith/Protection from Evil/Heroism but especially the higher level Sorcerer buffs of Haste/Fly later on. That would not only benefit me, but also the Monk, and is a more efficient use of my Concentration. Second, is that my party is lacking Counterspell, which a 6/6 Sorcadin could have, and I'd have 4th and 5th level slots with which to upcast it. It won't becomes available until 11th level overall, but it could make a decisive difference in some late campaign fights. Third, if I choose Divine Soul, I could also get access to Spirit Guardians, which is fantastic on a melee character, and be able to upcast it into 4th/5th level slots for even more radiant radial damage. Again, it comes online late in the campaign, but it's a solid chunk of passive damage for times when I'm not concentrating on Bless, Hunter's Mark, or Twinned Haste/Fly.</p><p></p><p>If I go that route, It'd look something like:</p><p>Vengeance Paladin 6/Divine Soul Sorcerer 6</p><p>+2 to CHA at 10th (Pal6/Sor4)</p><p>Quickened and Twinned metamagics</p><p>4/3/3/3/1 spell slots</p><p>Cantrips: Chill Touch, Booming Blade, Light, Prestidigitation, ????? (some other utility spell, or perhaps Sacred Flame, even though most Fiends have advantage on saving throws against magic)</p><p>1st Sorcerer spells: Absorb Elements, Shield, Jump* (*swapped for Levitate at Sor3)</p><p>2nd Sorcerer spells: Mirror Image, Levitate* (swapped for Fly at Sor5), Prayer of Healing* (*swapped for Counterspell at Sor6),</p><p>3rd Sorcerer spells: Haste, Fly, Spirit Guardians, Counterspell</p></blockquote><p></p>
[QUOTE="RogueJK, post: 7898121, member: 170"] Warlock would be thematically less appealing, considering the roleplaying aspect of trying to find a non-Fiend warlock patron to which to pledge my service while in Avernus. Plus, the party Warlock is currently hurting a little bit from a slight dearth of short rests so far. And two Warlocks is a bit redundant, especially for a relatively small party like ours. Mechanically, I don't think giving up the Sorcerer's primary bonuses of 5x higher level slots, Metamagic to Twin/Quicken spells, extra lower level spell slots from Spell Points when needed, and wider/higher level spell selection is worth the Warlock's primary bonuses of higher average ranged damage compared to Chill Touch, 2x short rest lower level slots, and a few more utility Cantrips. As I found pointed out in another thread, 6/6 has a few additional positives that I hadn't considered. First, is the ability to Twin certain buff spells, initially with the lower level Paladin buffs of Shield of Faith/Protection from Evil/Heroism but especially the higher level Sorcerer buffs of Haste/Fly later on. That would not only benefit me, but also the Monk, and is a more efficient use of my Concentration. Second, is that my party is lacking Counterspell, which a 6/6 Sorcadin could have, and I'd have 4th and 5th level slots with which to upcast it. It won't becomes available until 11th level overall, but it could make a decisive difference in some late campaign fights. Third, if I choose Divine Soul, I could also get access to Spirit Guardians, which is fantastic on a melee character, and be able to upcast it into 4th/5th level slots for even more radiant radial damage. Again, it comes online late in the campaign, but it's a solid chunk of passive damage for times when I'm not concentrating on Bless, Hunter's Mark, or Twinned Haste/Fly. If I go that route, It'd look something like: Vengeance Paladin 6/Divine Soul Sorcerer 6 +2 to CHA at 10th (Pal6/Sor4) Quickened and Twinned metamagics 4/3/3/3/1 spell slots Cantrips: Chill Touch, Booming Blade, Light, Prestidigitation, ????? (some other utility spell, or perhaps Sacred Flame, even though most Fiends have advantage on saving throws against magic) 1st Sorcerer spells: Absorb Elements, Shield, Jump* (*swapped for Levitate at Sor3) 2nd Sorcerer spells: Mirror Image, Levitate* (swapped for Fly at Sor5), Prayer of Healing* (*swapped for Counterspell at Sor6), 3rd Sorcerer spells: Haste, Fly, Spirit Guardians, Counterspell [/QUOTE]
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