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D&D 5E 20th level Sorcerer vs the world

I beg to disagree.
The Sorcerer each level up It can change a spell spell know for another (Level doesn't matter).
The Clockwork list is restricted 4th spells to Glyph of Warding and Nondetection.
The Clockwork Magic spells are separate from normal spells known and swapped out according to their own rules. The fact that the pickings are slim for level 4 does not change this.
 

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I beg to disagree.
The Sorcerer each level up It can change a spell spell know for another (Level doesn't matter).
The Clockwork list is restricted 4th spells to Glyph of Warding and Nondetection.

No, when the sorcerer levels up, the wording is this:

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

So, to be able to change it as part of your sorcerer level up, you must choose "one of the sorcerer spells you know". And the spells you gain through your clockwork origin are described in this wording:

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

The spells you gain through the Clockwork origin are explicitely excluded from the replacement at level up. Instead, you can elect to use the specific replacement feature, which allow you to swap one of the clockwork spells with an abjuration or transmutation spell from the sorcerer, warlock or wizard list of the same level.

In order to help you build a valid build, you might want to keep two lists: your clockwork and their eventual replacement on one side and the regular 15 sorcerer spells on the other side.
 

Active spells: Twinned Simulacrum, Twinned Mind Blank, Extended Ethrealness (I'm invisible stalker), Subtle Pass without trace, extended aid, subtle armor of agathys.

edit: wrong spell slot, 5th level Skill Empowerment and Wall of Force for Clockwork list

So, a few questions to understand the build...

1. I guess the twinned Simulacrum is of Shadowy Target and a drow matron mother? Right ?
2. Since he casts Twinned Mind Blank, I guess every morning he uses Wish for Mind Blank on him and his simulacrum ? Right? You're out of your 9th level spell slot.
3. Since he Simulacrum was a one time event, I assume you recovered SP, but twinning mindblank, extending etherealness (-1 7th level slot) and Subtle Pass Without Trace (-1 2nd level spell slot) and Armor of Agathys (-1 1st level spell slot), you expand 11 SP in the morning, leaving you with 9. This spellcasting is noticeable by an onlooker because of Mind Blank and Etherealness. If you choses to expand low-level spell slots to recover SP, please indicate that. If you make a daily routing of starting with spellcasting followed by a short, please confirm as well

And a few mor open-ended questions:

1. There is no mention of prep time ; what is the general behaviour of the Shadowy Target? Is he having interactions with people or staying on top of mountain avoiding everyone?
2. If we are tasked by the gods to try and fight him, what information do we have to identify who we are supposed to vanquish?
 

So, a few questions to understand the build...

1. I guess the twinned Simulacrum is of Shadowy Target and a drow matron mother? Right ?
2. Since he casts Twinned Mind Blank, I guess every morning he uses Wish for Mind Blank on him and his simulacrum ? Right? You're out of your 9th level spell slot.
3. Since he Simulacrum was a one time event, I assume you recovered SP, but twinning mindblank, extending etherealness (-1 7th level slot) and Subtle Pass Without Trace (-1 2nd level spell slot) and Armor of Agathys (-1 1st level spell slot), you expand 11 SP in the morning, leaving you with 9. This spellcasting is noticeable by an onlooker because of Mind Blank and Etherealness. If you choses to expand low-level spell slots to recover SP, please indicate that. If you make a daily routing of starting with spellcasting followed by a short, please confirm as well

And a few mor open-ended questions:

1. There is no mention of prep time ; what is the general behaviour of the Shadowy Target? Is he having interactions with people or staying on top of mountain avoiding everyone?
2. If we are tasked by the gods to try and fight him, what information do we have to identify who we are supposed to vanquish?
They go his Demiplane to trance and prepare everything.
 



The DM chooses the Nature of the intervention; the Effect of any Cleric spell or Cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Read the second line. It expressly allows for the casting of ANY cleric spell (of which Gate is).

''Bahamut, I beseech you to Gate in The Sorcerer King (or whatever your stupid PC is named this time) adjacent to me in my Temple so he can suffer the retribution he deserves''

In any event, I can just cast the Spell myself. It appears on the Cleric list.

Swap an ASI of +2 to Strength for the Metamagic Adept (Subtle) Feat.

I cast Temple of the Gods (blocks Divination) for a year on Hallowed (Blocks teleportation and dimensional travel to non followers of my God) area of land in Celestia. The Temple is a 10' x 5' room with a door behind me (that only I can open, thanks to Temple of the Gods). Its surrounded on all sides by 550' of stone.

I cast Heroes Feast (6th), Death Ward (4th) and Aid (upcast to 7th level) and then cast Gate and you appear adjacent to me, and in the square in front of me, with me between you and the door.

We then roll initiative. I have +7 and a Lucky re-roll up my sleeve. You're at +2 to initiative (with no re-roll).

Presuming I win initiative (as I should) I cast Subtle metamagic Anti-magic-field as my Action. It cant be counter-spelled as it was cast Subtly.

Is that better for you?

Also, its now your turn. What do you do?
 

Another clear problem, you do not know who your target is and what the name is.

Notwithstanding my access to the spells Legend Lore and Commune to find out, are you saying I've never heard of a 20th level Fallen Aasimar 'Sorcerer King' with an Army of Simulacra posting his stats on multiple internet forums for years with typos, terrible rules interpretations and awful English?

Your Sorcerer King has lived a quiet life I guess. Not much of a King.

Oh well then I guess we have no reason to fight. Good thing for you, because that Cleric would kick the snot out of the Sorcerer King otherwise.
 



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