Carlos Barreto
First Post
Greetings.
I'm currently playing a level 9 character (Fighter 1/Paladin 2/Sorcerer (Favored Soul) 6). I started playing this character from level 1 as a Fighter, picked the next 6 levels as a Sorcerer (in order to have Extra Attack ASAP, at level 7) and finally I picked 2 levels as Paladin (Divine Smite was the goal, although a second Fighting Style is nice). So I can tell you for sure that while it has it's flaws (delayed ASIs/Feat and spell progression), it's a fully functional build right out of level 1, not a non-sense, theorycraft build. The flaws are reasonably compensated with it's features and a little bit of patience. The secret lies not only at the right timing of the multiclass, but also choosing the right spell.
Character Concept: My goal is to be a heavy hitter at melee combat and a blaster cannon with combat-oriented spells and some few out-of-combat utility spells. It's like a mix between Eldritch Knight Fighter and Bladesinger Wizard: Unlike Eldritch Knight, it's a full caster with 9th level spells. Unlike Bladesinger, it can use heavy weapons (because Great Weapon Master feat plays an important role in this build) and heavy armor. And unlike both, it can make two attacks and cast a full spell at the same turn, thanks to Quickened Spell metamagic. The only drawback is that the Sorcerer spell list is shorter than the Wizard spell list, but nothing is perfect.
At ranged combat, I go spartan style, throwing Javelins as any good heavy warriors, but only if the enemy is within 30 feet of distance. Otherwise, I use Firebolt.
Concentration Spells: My DM allowed me to use the Spell Point system instead of the standard Spell Slot system for my Sorcerer (as I think it should be from default), so running out of spell slots for a specific spell level is not an issue. I really love Haste, but my main combat concentration spell of choice is Blur. Plate armor + Blur + Shield really bolster my defense, compensating the low Sorcerer's hit die (although I have been using False Life to raise my effective HP to the Fighter level, but I'm rarely injured by physical attacks, even if I fight side-by-side with the Fighter and the Barbarian).
At Sorcerer 7, I'll exchange Blur to Greater Invisibility. Our DM uses the optional flunking rules, which undermines the Greater Invisibility to some degree, but Greater Invisibility makes you immune to Opportunity Attacks, so while invisibile, I can come close, make all my attacks and move away from melee combat, reducing the odds of being attacked. All that with advantage and no need to worry about to be in the right spot.
Optional rules in use: Spell Points (for Sorcerers), Flanking, Epic Heroism (faster short/long rests).
So these are my spells of choice:
Cantrips: 1) Firebolt; 2) Green-Flame Blade; 3) Mage Hand; 4) Prestidigitation; 5) Minor Illusion; 6) ?
1 - Shield; Sleep
2 - Burning Hands
3 - Blur; Burning Hands -> Shatter
4 - False Life; Sleep - > Disguise Self
5 - Lightning Bolt; Shatter -> Fireball
6 - Counterspell *** This is my current Sorcerer level ***
So my sketch for possible future spells would be...
7 - Misty Step; Blur -> Greater Invisibility
8 - Banishment (Is that worthy? I'm not so sure)
9 - Cone of Cold
10 - ?
11 - Disintegrate; Banishment -> Chain Lightning
13 - Circle of Death (Not so sure)
14 - ?
15 - ?
17 - Wish; Circle of Death ->Meteor Swarm (Obs.: I want to have 2 level 9 spells here, so I'll trade one of my previous spells for a second level 9 spell).
As you can see, there are some gaps (including one cantrip) and some dubious spells. I would like to see some suggestions to make this character better at what he does: To slay his enemies with his trusty Greatsword and to blast hordes with his eltritch might.
I'm currently playing a level 9 character (Fighter 1/Paladin 2/Sorcerer (Favored Soul) 6). I started playing this character from level 1 as a Fighter, picked the next 6 levels as a Sorcerer (in order to have Extra Attack ASAP, at level 7) and finally I picked 2 levels as Paladin (Divine Smite was the goal, although a second Fighting Style is nice). So I can tell you for sure that while it has it's flaws (delayed ASIs/Feat and spell progression), it's a fully functional build right out of level 1, not a non-sense, theorycraft build. The flaws are reasonably compensated with it's features and a little bit of patience. The secret lies not only at the right timing of the multiclass, but also choosing the right spell.
Character Concept: My goal is to be a heavy hitter at melee combat and a blaster cannon with combat-oriented spells and some few out-of-combat utility spells. It's like a mix between Eldritch Knight Fighter and Bladesinger Wizard: Unlike Eldritch Knight, it's a full caster with 9th level spells. Unlike Bladesinger, it can use heavy weapons (because Great Weapon Master feat plays an important role in this build) and heavy armor. And unlike both, it can make two attacks and cast a full spell at the same turn, thanks to Quickened Spell metamagic. The only drawback is that the Sorcerer spell list is shorter than the Wizard spell list, but nothing is perfect.
At ranged combat, I go spartan style, throwing Javelins as any good heavy warriors, but only if the enemy is within 30 feet of distance. Otherwise, I use Firebolt.
Concentration Spells: My DM allowed me to use the Spell Point system instead of the standard Spell Slot system for my Sorcerer (as I think it should be from default), so running out of spell slots for a specific spell level is not an issue. I really love Haste, but my main combat concentration spell of choice is Blur. Plate armor + Blur + Shield really bolster my defense, compensating the low Sorcerer's hit die (although I have been using False Life to raise my effective HP to the Fighter level, but I'm rarely injured by physical attacks, even if I fight side-by-side with the Fighter and the Barbarian).
At Sorcerer 7, I'll exchange Blur to Greater Invisibility. Our DM uses the optional flunking rules, which undermines the Greater Invisibility to some degree, but Greater Invisibility makes you immune to Opportunity Attacks, so while invisibile, I can come close, make all my attacks and move away from melee combat, reducing the odds of being attacked. All that with advantage and no need to worry about to be in the right spot.
Optional rules in use: Spell Points (for Sorcerers), Flanking, Epic Heroism (faster short/long rests).
So these are my spells of choice:
Cantrips: 1) Firebolt; 2) Green-Flame Blade; 3) Mage Hand; 4) Prestidigitation; 5) Minor Illusion; 6) ?
1 - Shield; Sleep
2 - Burning Hands
3 - Blur; Burning Hands -> Shatter
4 - False Life; Sleep - > Disguise Self
5 - Lightning Bolt; Shatter -> Fireball
6 - Counterspell *** This is my current Sorcerer level ***
So my sketch for possible future spells would be...
7 - Misty Step; Blur -> Greater Invisibility
8 - Banishment (Is that worthy? I'm not so sure)
9 - Cone of Cold
10 - ?
11 - Disintegrate; Banishment -> Chain Lightning
13 - Circle of Death (Not so sure)
14 - ?
15 - ?
17 - Wish; Circle of Death ->Meteor Swarm (Obs.: I want to have 2 level 9 spells here, so I'll trade one of my previous spells for a second level 9 spell).
As you can see, there are some gaps (including one cantrip) and some dubious spells. I would like to see some suggestions to make this character better at what he does: To slay his enemies with his trusty Greatsword and to blast hordes with his eltritch might.