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

What's their classes?
Pal 14 (oath of the ancients)
Wiz 13 (evoker)/Cler 1(knowledge)
Mnk 13 (3pp variant 4-elements)/Wiz 1
Brd 14 (lore)
Rgr 10 (hunter)/Cler 4 (war) [I might be wrong on the level breaks]
Rog (inquisitive)/Rgr (horizon walker) [I have no solid idea of the level breaks]

Also, they have good equipment.

Of course, at level 12, they took down a death knight that turned into a shadow walker (I think that's the name--CR 20 huge bipedal undead) when it died, along with--IIRC--4 devourers and 4 deathclaws (I did the encounter math after the fact and I think it was something like 7x deadly); no one died (though the rog/rgr dropped). When I say these builds would be speed bumps, I'm not exaggerating.
 

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Pal 14 (oath of the ancients)
Wiz 13 (evoker)/Cler 1(knowledge)
Mnk 13 (3pp variant 4-elements)/Wiz 1
Brd 14 (lore)
Rgr 10 (hunter)/Cler 4 (war) [I might be wrong on the level breaks]
Rog (inquisitive)/Rgr (horizon walker) [I have no solid idea of the level breaks]

Also, they have good equipment.

Of course, at level 12, they took down a death knight that turned into a shadow walker (I think that's the name--CR 20 huge bipedal undead) when it died, along with--IIRC--4 devourers and 4 deathclaws (I did the encounter math after the fact and I think it was something like 7x deadly); no one died (though the rog/rgr dropped). When I say these builds would be speed bumps, I'm not exaggerating.
A Clockwork Sorcerer level 14 defeat them. :ROFLMAO:
It's a hard challenge. :eek:
 




Clockwork Sorcerer is some UA build right?
Tasha's. It contains an implicit admission from WotC that the sorcerer class as originally presented was ... too tightly constrained, especially at lower levels: Both sorcerer subclasses in Tasha's get bonus spells similar in quantity and level to cleric domains--2 each of (spell) levels 1-5. Tasha's says they can be swapped out with some (inadequate) limitations, which I think is an error (and which I'm probably going to houserule away if/when it becomes relevant).
 


All of his builds depend on no one but him ever getting a turn, if he thinks a 14th level Sorcerer can one shot six other 14th level characters, he needs to go back on his meds.
This is part of his problem, I suspect, with the 5E Initiative rules, especially when his opponent has the Alert Feat, or the Foresight spell, or (in the case of this party) a sword of warning. If they get a turn and break out of Fireball Formation Alpha, he has to take them down one at a time, and my money is he doesn't do so in the right order.
 



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