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D&D 5E Sorcerers: Best Ranged Gish?

Yunru

Banned
Banned
So at level 5 a Sorcerer can, by converting all but the level 3 slots into sorcery points and then all sorcery points into level 3 slots, get Haste 5 times a day. At level 6 this goes up to 6 times, which is the suggested number of encounters a day according to the DMG.

Now Haste is better than Extra Attack. Unlike Extra Attack, Haste will double your speed, increase your AC by 2 and let you vary between two attacks (or more if you've Extra Attack or Thirsting Blade) and an attack (using the action Haste provides) and casting a spell. The only down side is it does take up your Concentration.

And to top it all off? You can go anywhere with it, MADness of some ideas asides, as long as you have 13 cha (since Haste doesn't rely on Cha all you may need it for is MC requirements).

So, what do you guys think?
 

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Zaruthustran

The tingling means it’s working!
I think it's an interesting beginning! Would like to see a specific build? Right now you've got "a 5th level sorcerer can cast a 3rd level spell 5 times a day." What's the trick/interesting combo? How are you leveraging Haste spamming to extract extra effects other than benefiting from the vanilla spell effects? Where's the optimization?

For example: maybe figure out a way to work in some form of Concentration-less damage-add, to stack onto that extra attack.

Also: how do you ameliorate the big downside to self-targeted Haste? That when the spell ends (such as from a failed Concentration roll), the target misses a turn? War Caster helps but man, that's a big risk.
 

Yunru

Banned
Banned
The combo, if it can even be called that, is simple: at level 5 a Sorcerer has 5 Sorcery Points, 4 1st level spell slots, 3 2nd level spell slots and 2 3rd level spell slots. Salvage all but the 3rd level nets you 15 Sorcery Points (obviously not at the same time, max 5). Converting those 15 into 3rd level slots leaves us with 5.

Mostly tactics for avoiding the downsides. With your speed doubled it's easy enough to run into range, attack and then retreat. Watch out for opponents who don't seem to have done anything, they may have readied actions (just let your teammates tear those ones to shreads).

I don't actually have any fleshed out builds in mind, but a Fighter 1/Sorcerer 6/Assassin 13 can be powerful: attack with the Haste action and ready an attack with your normal to double up on your Sneak Attack.

Or a straight up EK Fighter 11/Sorcerer 9. Allows you to alterate between cantrip + two weapon attacks (war magic + haste), or a leveled spell + one weapon attack, or simple four weapon attacks. Hell, EK Fighter 11/Sorcerer 7/Warlock 2 can fire of Eldritch Blast and follow it up with two weapon attacks, for high static damage.

Other builds... Fighter 1/Dragon Sorcerer 14? You can fly, launch spells and make a weapon attack. Two if you're into Hand Crossbows and Crossbow Expert.
 


Yunru

Banned
Banned
Been thinking about Concentration-less damage adds. Sharpshooter comes to mind, but far more reliable is Sneak Attack.

A Sorcerer 6/Rogue 14 can put out 2d10+14d6+10 damage in a round, not factoring in accuracy. And that's only possible because of Haste.

Or a Nova Assassin: Sorcerer 5/Fighter 2/Rogue 13. On the first turn puts out the same damage, using Action Surge to put up Haste, thus getting to take full advantage of Assassinate. Oh and with a +2 to accuracy.
 

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