I read that sorcerer and warlock multiclass really well together.

krunchyfrogg

Explorer
I remember some of the guys theory crafting at a gaming store, saying you get the sorcerer high level ability with using your warlock spell slots (that return on a short rest) to turn into sorcery points.

A) is this true?
B) please explain how it's done
C) is it cheesey, cool, or both?
 

log in or register to remove this ad

mellored

Legend
At high levels, yes.
Multi-classing rules are in the PHB. You need 13 Cha, which should be easy.
Neither.

The big draw is quicken Eldritch Blast. Which let's you put out some high levels of damage, while still having utility spells. But you lose your high level spells for it. It's also very spamming. All in all, not a lot different from an Eldritch knight crossbow archer, but with more spells and less armor/hp. Probably a bit more powerful overall, but not massively so.
 

Blue

Ravenous Bugblatter Beast of Traal
Think like this. A sorcerer X/warlock 1 will gain 1 first level slot per short rest. That's worth 2 SPs. With two short rests, that's 6 SP a day. A S2/W1 vs. S3 gives up one first and two second, which is 7 SP already ... and the 2nd level spells are likely more of a draw.

If you go to warlock 2 you get two 1st level spells for 12 SP per day, but you are a full level behind in sorcerer. Just the slots you are missing is probably a big chunk of those SPs, but the loss of higher level spells is even bigger.

Warlock 3 gives you two 2nd level slots, which is 6 SP so 18 SP daily assuming two short rests. You're also a spell level and a half behind. A sorc 9 (vs. war 3/sorc 6) is gaining three fourth and one fifth. That's 25 SPs. Plus it's 5th level spells vs. 3rd level spells.

So yes, you can convert warlock spell slots into SP using the sorcerer's Flexible Casting. But that's not really getting you more SP per day except at the lowest levels, and it's really delaying your Sorcerer advancement.

Not saying warlock can't be a good mix with sorcerer, but if this is the draw it doesn't work.
 

Vulf

First Post
Main draw for some is the cheesey way of converting all of your Warlock slots into Sorcery points, and then converting those points into Sorcerer spell slots, and then taking a short rest, gaining back all Warlock Slots.

And repeating that 3 more times while the rest of your party sleeps because you are a trancing elf that only needed 4 hours of rest to not take ranks of exhaustion.



The maximum number of Sorcery points you can have is equal to your Sorcerer level, when converting a spell slot into points, you gain points equal to the level of the slot.

At 3rd level Warlock, you can turn your two level 2 slots into a total of 4 Sorcery points. Enough to create 2 1st level slots. If you can get in 3 short rests before the adventuring day starts, that's 8 extra 1st level slots to begin your day with, and you can do this as soon as Sorcer 2, Warlock 3. So a 5th level Drow can begin each day with 11+ level 1 slots.

But the full Sorcerer in the group is unimpressed by your endless stream of magic missiles, because he can cast Fireball, and cantrips jump up at level 5 to be nearly as good as level 1 spells.

If I was your DM I would tell you you can't rest again because you aren't tired, and you aren't going to be tired until I say you are.
 
Last edited:

Yunru

Banned
Banned
3 levels of Warlock puts you down two spell levels in exchange for having your Sorcerer capstone early, the single best attack cantrip, and whatever other features you pick from those Warlock levels.
 

thethain

First Post
Warlock 2/Sorcerer X grants you a very powerful cantrip, dealing d10+Mod per tier. Furthermore it grants your spellslots per short rest, which using sorcerer shenanigans you can convert into Sorcery Points then into sorcerer slots if you wish.

If you go up to Warlock 3, then you get 2 level 2 spells per short rest to warp into Sorcery Points, and either a super familiar or few more cantrips. In addition to the other OK bonuses of having an AoE fear/charm, telepathy, or gaining Your Cha mod in temp hp for every kill. The various invocations could be useful as well depending on your goals, 2 skill profs, 120 darkvision, mage armor at will, or just stacking up your cantrip for cha damage and knockback.
 

soylentmatt1

Villager
The main appeal is that you can quicken your eldrich blast, which means you can cast it with your action AND your bonus action. When you're doing lots of consistent attacks like that you can star adding features that add damage with every hit... Two of which you can get from your warlock levels (hex & hexblade's curse). It takes a few rounds to get all of that in place... But in a few rounds you're dropping three dice per blast and firing quite a few blasts a round. If you add elven accuracy to this you're in very good shape as a consistent single-target damage dealer, and you still have plenty of spell selection to be an interesting utility caster. If I'm right, I think you still get a 9th level spell evening you go warlock 3 to get hexblade's curse.
 

RogueJK

It's not "Rouge"... That's makeup.
The main appeal is that you can quicken your eldrich blast, which means you can cast it with your action AND your bonus action.

If Quickened Eldritch Blast is all you're after, you can get that with a single class Sorcerer with either the Magic Initiate: Warlock or Spell Sniper feat. (Magic Initiate also gets you 1/day Hex too.)

But you'd be giving up a fair amount of damage compared to a Sorlock by forgoing Agonizing Blast, and you can't do the "short rest sorcery points" dance.
 

Zardnaar

Legend
The nasty thing is converting sorcerer spells to points to quicken Eldritch blast at higher levels you get it almost at will.

Combine with hex.

Round 1, hex EB
Round two EB plus quickened EB.

Think of quicken as an action surge but you can do it more than the fighter.
Even at level 5 you get 4 bolts each dealing 1d10+1d6+ charisma.
 

I have played this build. In my experience it did not really start to feel powerful until I was level 7 (Sorcerer 5/Warlock 2) although the main shtick of the build comes online at level 5 (Sorcerer 3/Warlock 2). Before that you may feel underpowered. I avoid making this character unless the campaign is starting at level 5 or higher, but that is a personal preference.

The powerful things about this multiclass are --

1. Single Ability Dependent -- Charisma. Both classes are powered off Charisma. The half-elf is a natural choice for this build.

2. The sorcerer's quicken spell metamagic in combination with eldritch blast + agonizing blast invocation. This makes you one of the most powerful "archers" in the game. Hex buffs the damage even further. You can burn spell slots for more sorcerer spell points to fuel more uses of quicken spell.

3. The hexblade is the most optimized warlock pact for this build because you can apply hexblade's curse to buff eldritch blast damage even further. You also have medium armor proficiency, eliminating the need for mage armor.

Some say it is cheesy. Some say it is cool. Some say it is both. I like it. I've played it twice and probably will do so again. :devilish:
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top