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


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I think even with INT 10, you know that you can't cast a spell that is not on your spell list. INT 10 is the average human.
I Strongly disagree.

I changed that list a long time ago because I had an error. The Sorcerer has 25 spells know, not 24. I completely reformulated it with the new spell know.

Too bad you didn't mention it anywhere in the thread until you are caught red-handed. If you want to post a legal build, what about trying now?
 

"No infinite loops" "no simulacracheese" "no coffeelocking" indeed.

Should we take a straw poll? I suspect that won't go well for your "interpretations" of the rules
 

The relevant bits:
Variant Human Wiz 20 (diviner) Int 20 Dex 14 Con 14
Three ASIs to get those stats there from standard starting array leaves 2 Feats for levels and one for being Variant Human: Alert, Magic Initiate (Cleric, one of the cantrips is Spare the Dying), and Metamagic Initiate (2 sorcery points, Subtle Spell and any other metamagic).
The portent dice are 16, 11, and 2.
Spells prepared include:
Foresight
Feeblemind
Teleport
Dimension Door
Feather Fall
Mage Armor
Shield

He's walking from his sanctum to the nearby village, deciding to pop in and visit friends himself--leaving his simulacrum (who was created some days ago, and whose spells include wish and dispel magic) and his simulacrum's simulacrum behind to see to things around the sanctum.

Describe where your sorcerer is and where whatever simulacra he has placed on the road to ambush a randomly-approaching wizard are. Ir's not particularly hard to notice the mage armor active, but anything else you'll have to take appropriate steps to know.

The hidden bastion and his Simulacrum subtly dispels everything, including your simulacrum.
 


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