D&D 5E Zards Builds 2024 Pt 1. Dragon Sorcerer Blaster

Zardnaar

Legend
So the game has changed. Sorcerers got massively buffed from 2014 to 2024. This is a simple guide for the first few levels.

Generally blasting isn't that great imho due to 5E hit point inflation. Fireball at 8d6 damage looks good but in effect it's 3 or 4d6 relative to older editions as 5E critters tend to have double or triple the HP. However Sorcerers can still play control and the Dragon Sorcerer also gets Command for free. If you have played Baldurs Gate 3 you know. It's worth upcasting and can be twinned.

The other big change is Chromatic Orb. It bounces if you roll the same number on the dice. If you hit enough it can hit 1 target plus 1 more per level of the spell used.

Level /Bounce Chance
1. 34.4%
2. 59%
3. 79%
4. 92.3%
5. 98.1%

Critical hits with chromatic orb are a lot of fun I've seen it just saying. A level 6 chromatic orb is comparable to chain lightning no save assuming you hit. You will have advantage if it's that important. 8d8 damage no save per target Innate sorcery advantage to hit.

In effect it gives any caster a fireball or lightning bolt effect AoE that doesn't hit allies. Anything that buffs accuracy boosts this as well. Oh look you also get Innate Sorcery that does exactly that. Throw in Sorcerous Burst and Dragons Breath there's a lot less pressure to pick fire or lightning imho. Personally I'm not a fan of poison or fire damage. The Dragon Sorcerer gets a lot of stuff you want anyway on your spell list.

So what type of Dragon Sorcerer should you pick? Personally I like lightning. Acid is probably better in terms of resistance but the spell list is lacking. You can pick fire if you like due to fireball.

Stats (default/point buy)
Charisma 15
Dexterity 14
Con 13 (maybe 15 your choice)

After origin or back ground +1 con ,+2 Charisma

Race Doesn't Matter. I like 2014 ones from Mordenkainens Guide to Multiverse. Any that boost spells known. Your choice however.

Origin. This build is reliant on attack rolls. Personally I like magic adept Druid or Cleric picking up bless or faerie fire. Less strain on Innate Sorcery. Acolyte and Guide do not buff charisma though but backgrounds from 2014 not in the 2024 book do e gSCAG ones. If that's not allowed pick an origin that boosts Charisma to 17 or pick human and take magic adept.

Metamagic Choices. Note 2024 you get more Sorcery points.

Twin spell. Can't twin haste anymore. Free upcast for 1 sorcerers point. You can twin command, fly, and charm monster. See below as well.

Transmute Spell. If you're picking lightning you want this. If you have picked anything else you probably still want it. Only 1 point to use. Fire Sorcerers still want it due to how common fire resistance is. If you're happy to play control or make do with Sorcerous Burst, Chromatic Orb and Dragons Breath you can skip it.

Key Spells.

Scorching Ray
Hold Person
Lightning Bolt or Fireball (or both).
Hold Person

Optional (twin targets)

Invisibility
Greater Invisibility
Hold Monster

Scorching Ray is the most damage you can do vs a single target and we can boost it more. Hold Person can be twinned. Lightning

Bolt and fireball vs larger swarms where chromatic orb may not be ideal. You can transmute them to the element you want or need.

Level/Feats.
4th Fae Touched (hex)
8th Warcaster or +2 Charisma
12th Spellsniper (if you took warcaster 8th)

Spellsniper is nice but clever positioning and clever spell use makes it optional. Opportunity cost vs hex is to high.

If you've seen a Fiendpact Warlock in BG3 use hex+Scorching Ray you know. Hex also works with Sorcerous Burst and Chromatic Orb to a lesser extent. 9d6 damage with a level 2 spell slot. 12d6 level 3. At level 5 you weigh up what's better based on number of targets eg ScorchingRay vs Chromatic Orb vs Fireball/lightning bolt.

Magic Items to Craft or Buy (optional)
Focusing on cheap stuff you might be able to convince the DM to sell. New DMG has rules to craft and buy things.

Wand of the Warmage +1 (400gp)
Bloodwell Vial +1 (400gp TCoE)

That's the guts of the build with room for tweaking as I did not pick a race or all of the spells. Treantmonk had a basic build but he missed the hex interaction which boosts the Sorcerer up a tier in his tier 2 and 3 videos.

I'm also not making any assumptions about hit % or number of spell slots used. You can still buff or cast control spells as the situation demands. If you want to deal lots of damage and have a control/striker combo I present this build for your consideration.

A more control build orientation I would look at the Aberrant mind. I consider that Sorcerer and Dragon to be the best sorcerers and the Sorcerer is on the short list for one of the best classes in the game at levels that matter. IMHO of course.
 
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Worth noting true strike and a crossbow or quarter staff gets you a d8+3 damage attack in tier 1. In tier 2 it stays on par with other cantrips as well, unless you get to add cha mod to them from something like dragon sorcerer.

Of note, you cannot twin greater invisibility anymore.

Also I think careful spell is the single best metamagic for the sorcerer, especially from level 5+.
 

Worth noting true strike and a crossbow or quarter staff gets you a d8+3 damage attack in tier 1. In tier 2 it stays on par with other cantrips as well, unless you get to add cha mod to them from something like dragon sorcerer.

Of note, you cannot twin greater invisibility anymore.

Also I think careful spell is the single best metamagic for the sorcerer, especially from level 5+.

Nice xatch on Greater Invisibility. Delete derp.
 

Great info here... I haven't converted over to 2024 yet, but I'm probably going to borrow some pieces for my current sorcerer in one of our 5e games.

Along the hex + scorching ray lines... Bilbrons & Dragons just put up a new video making a blaster sorcerer. I need to rewatch it, but he was able to get Hunters Mark in his build... and mentioned Hex.

Links allowed in this forum? It's here:
 

Great info here... I haven't converted over to 2024 yet, but I'm probably going to borrow some pieces for my current sorcerer in one of our 5e games.

Along the hex + scorching ray lines... Bilbrons & Dragons just put up a new video making a blaster sorcerer. I need to rewatch it, but he was able to get Hunters Mark in his build... and mentioned Hex.

Links allowed in this forum? It's here:

Haven't seen tgat one.
Technically you could get hex since tashas on a sorcerer without MC.

Seen it used with Scorching ray on warlocks. And now sorcerer current one ha
S it as an option.
 

If you've seen a Fiendpact Warlock in BG3 use hex+Scorching Ray you know. Hex also works with Sorcerous Burst and Chromatic Orb to a lesser extent. 9d6 damage with a level 2 spell slot. 12d6 level 3.
I know I'm on the short list of people who don't know, but can you explain how you're getting 9d6 with a 2nd level slot on scorching ray? I'm counting 6d6 from the ray itself + 1d6 from hex. Are you saying that twinned spell applies to scorching ray, because it can technically target another creature? Or where is the extra 2d6 coming from?

Same question for level 3, except then it's 8d6 from the ray + 1d6 from hex: where are you getting the extra 3d6?

I love the excitement but I'm missing some of the details, sorry.
 

I know I'm on the short list of people who don't know, but can you explain how you're getting 9d6 with a 2nd level slot on scorching ray? I'm counting 6d6 from the ray itself + 1d6 from hex. Are you saying that twinned spell applies to scorching ray, because it can technically target another creature? Or where is the extra 2d6 coming from?

Same question for level 3, except then it's 8d6 from the ray + 1d6 from hex: where are you getting the extra 3d6?

I love the excitement but I'm missing some of the details, sorry.

Hex 1d6 applies per ray. Level 2 scorching ray is 9d6, 3 12d6. Similar to Eldritch blast.

Paralyze something first and enjoy.
 

Hex 1d6 applies per ray. Level 2 scorching ray is 9d6, 3 12d6. Similar to Eldritch blast.
Dear god you're right.

I feel like the paralyze condition isn't given out much these days... Looks like it's exclusively hold person/monster now, spell-wise. Anywhere else? Unconscious is slightly easier and has the same auto-crit benefit.
 

Dear god you're right.

I feel like the paralyze condition isn't given out much these days... Looks like it's exclusively hold person/monster now, spell-wise. Anywhere else? Unconscious is slightly easier and has the same auto-crit benefit.

Hold monster/person the obvious ones.

There's also a chain pact build with summon undead and Imp or quasit. If they hit no save paralyzed. Hence buffing accuracy.

I'm looking at 3/5 PCs potentially using hold monster one of which can twin it. They just hit level 9 at least 1 has taken that spell. One ca theoretically twin it.

I've seen it take out 3 CR 14 critters at 12. The chromatic orb crits two of them maybe the third.

You can also transmute scorching ray to avoid or whatever.

Could do that with Tashas as well. I've seen high level (5th or 6th level) scorching rays+hex into paralyzed foes.

Theory craft they can make them vulnerable as well.
 
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Could do that with Tashas as well.
I've seen your comments on Tasha's in other threads and I agree it's gotten a lot better. Comparing Tasha's and Hypnotic Pattern, it seems like - other than the prone condition - Hypnotic is generally better. But I guess the prone is really the point?
 

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