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

You won't find his name because he jumped straight from level 1 to 20 with noone noticing the ascension of the sorcerer king. He's mr commoner level 20

And now he's hiding from me, constantly spamming Mind Blank and keeping his name out of the paper.

He knows if I find him... he dies.

I could of course just ask my God via Divine Intervention, but as long as he keeps hiding away, Im happy to let him die of old age and get his just rewards in the Nine Hells for eternity.
 

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Oh No... the Cleric is gonna kick my ass!

I have to hide and make sure no-one knows my name!

lolololololol
Yeah, Binky figured out his weakness a while ago. He cannot auto win if he does the attacking, so he never attacks anyone. I presented Binky as a target and challenged him repeatedly, he has refused to show up and fight, therefore he is a coward and a charlatan.
 

Even if the Cleric lost initiative after Gating him in, I cant see anything in the Sorcerer Kings repertoire that can do any sort of meaningful damage to the Cleric.

He cant teleport or DD out. Dimensional travel is blocked by Hallow, as is Ethereal travel from the Temple. He isn't summoning anything in there either.

Finger of Death or Disintegrate will hurt a bit, but I have tons of HP (Cleric 20 plus Con 14 plus 30+2d10 from Aid and Heroes Feast is around 200 HP)
 

Thanks my friend. The He alread know more spells than a wizard prepared spells. I think It's enough.

I still can't replicate the list following the rules.

Spells
1 - Armor of Agathys, Absorb Elements, Mage Armor
2 - Aid Spell, Earth Bind, Pass without trace
3 - Counterspell, Dispel, non detection, Eruption Earth
4 - Dimention Door, Banishment

5 - Seeming Spell, Wall of Force, Skill Empowerment
6 - Freezing Sphere, Disintegrate, True Seeimg
7 - Etherealness, Reverse Gravity, Teleport, Plane Shift
8 - Demiplane
9 - Wish

At 1st level, you know two spells on your sorcerer list, plus you can be a magic initiate (warlock) (let's say it gives you armor of agathys from the warlock spell list).
So you could take Mage Armor and Absorb Elements. You also get Alarm and Protection from Evil or Good from Clockwork.
At 2nd level, you can learn an additional 1st level spell.
At 3rd level, you can learn a 2nd level spell from the Sorcerer class (let's say Earth Bind), and Aid and Lesser Restoration from Clockwork. You could also swap one of your spell for another, up to second level. Let's say you swap your additional 1st level spell for Pass without trace. Over the last two level, you could also have swapped your Clockwork spells for Absorb Elements and Mage Armor (selecting to other spells that will be swappable later).
At 4th level, you get an additional spell (up to 2nd level).
At 5th level, you access to one 3rd level spells (let's say Counterspell), Dispel Magic and Protection from Energy from Clockwork. You could also legally swap your 2nd level spell for Erupting Earth.
At 6th level, you can gain another 3rd level spell and you could swap Protection from Energy to Non Detection.
At 7th level, you gain a single 4th level spell (let's say Dimension Door), plus Freedom of Movement and Summon construcrt from Clockwork.
At 8th level, you gain another 4th level spell (later swappable). You could swap Summon Construct for Banishment.
At 9th level, you gain access to 5th level spells, so you can get Seeming. You also get Greater Restoration and Wall of Force from Clockwork. You could swap Dimension Door for something else (3rd "swappable spell" so far) and swap Freedom of Movement for Dimension Door.
At 10th level get an additional 5th level spell, so you could take Skill Empowerment.
At 11th level, you get access to 6th level spell slots, so you could take Freezing Sphere.
At 12th level, no more new known spell. You get the ability to swap one of your lower level for a 6th level spell, but they must come from your sorcerer list, not the clockwork one who are governed by the rules of Clockwork and explicitely prevented for swapping.
At 13th level, you get access to 7th level spells, to an additional spell, let's say Etherealness and a swapping opportunity.
At 14th level, no more new spell, but a spell swapping opportunity.
At 15th level, you get 8th level spell, one new spell (let's say Demiplane) and a spell swapping ability.
AT 16th level you get no new spell, but a third swapping opportunity.
AT 17th level, you get 9th level spell (Wish) and a swapping opportunity.
At levels 18-20, you get 3 swapping opportunity.

So you end up having two swapping opportunity up to 6th level, two swapping opportunity for up to level 7, two swapping up to level 8 and 3 opportunity up to level 9. I can see that you added 5 spells, which is great (Disintegrate, True Seeing, Reverse Gravity, Teleport and Plane Shift) as you could do that with your spell swapping, but these must come at the expanse of other spell you could cast at this point.

Plus, you have forgotten (=erased) several spells from Clockwork: Alarm, Protection from Good or Evil, Lesser Restoration, Protection from Energy, Freedom of Movement, Summon Construct and Greater Restoration. These could be swapped, but couldn't provide for the missing spell, as the replacement must be at the same level and come from Abjuration or Transmutation. The level limitation is the more problematic here, because non of the Clockwork Origin spells is higher than 5th level, and you need to swap 2 spells for 6th and 3 spells for 7th level. So you need to remove 5 spells from the "bolded list" in my quote above to be have a legal build, minus the 3 additional spell you could have swapped as you leveled within the Clockwork list and who would also be on your warlock list. So you still need to remove two spells unbolded spells.

Edited for clarity.
 
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You won't find his name because he jumped straight from level 1 to 20 with noone noticing the ascension of the sorcerer king. He's mr commoner level 20

Actually, he got to level 20 by dinging CR 20 XP from all the HUN-HAT incarnations that self-defeated themselves in the past thread. With 25,000 XP apiece, he could have reached level 20 overnight just by declaring his intent to overcome the challenge. I wouldn't award XP but his DM is obviously lenient.
 

Legend Lore

"Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information."

The only defense against being identified by Legend Lore is not being important enough to be identified by Legend Lore. I'd say either way is a loss for any level 20 character who wants to call himself a "demigod".
 

Actually the build doesn't seem to be oriented at being powerful but elusive. I guess it is because Wizards and Cleric can nova-strike effectively anything so the only way to survive for sorcerors is to hope for a draw. However, Alfred will soon defeat this strategy using maths and magic (poor pun assumed).
 

"Name or describe a person, place, or object..."

I seek knowledge of the individual who raised that army of zombies -points at them- rampaging across the countryside.
 

Alfed: "How was the day out?"
Rufus: "That adventure with the kids was awesome. We hunt orcs, it was fun, they are definitely like mice, except green, and meatier. But it's fun fun fun to run after them. Especially after casting Fireball. "
Alfred: "Good, it's nice to hear you had good time. Wasn't it to tiring?"
Rufus: "Yes, I'll spend a few day back on the pillow near the fireplace... But we had some time to relax after the adventure. The kids know a lot of fascinating stories. Do you know the one about the sorcerer called Shadowy Target?"
Alfred: "nah, go on"
Rufus: "It was an elf linked to the plane of order. His goal was to cause as little chaos as possible in the world, and as he was aware that the entropy of a system can only increase, he set his goal to interact as little as possible with the world. He was the epitome of sustainable development, because he left absolutely no fingerprint on the world".
Alfred: "his life must have been boring, mustn't it?"
Rufus: "that's when the story is interesting! Apparently, Mystra has decreed that he should die, because with great power comes great responsability, and she didn't like how he eschewed the responsability to use the immense power of magics she invested in him?"
Alfred: "Immense power? I thought you told me he was a sorcerer?"
Rufus: "well, for one of them anyway... He was born with a gift and Mystra thought he squandered it by never trying to use it in the world at large, for the better or the worse..."
Alfred: "Interesting story..."
Rufus: "It is said that the favour of Mystra would befall on anyone who could defeat him... Must I remind you how it could be beneficial for you to be blessed by the Goddess of Magic herself?"
Alfred: "I'm a follower of Ilmater!"
Rufus: "It's a LG deity and Mystra is NG. You don't risk anything by trying to increase your favour with her, as they are both of the same pantheon and their alignment aren't removed by more than one step."
Alfred: "Your powergaming ability has grown tremendously... OK I'll do it. I am up for an investigative challenge."



Alfred's build is the same. For the ease of the demonstration, I'll try part one "locating and identifying the cowardly, elusive, shadowy target" so we can discuss on build to trash him soundly without redundancy.

The ability used us usually mastered around 10th... grade, not level.

We have absolutely no inforamtion on our target, only it's name and the information that it is our target. It WILL take some time but it is possible to pinpoint the location of anything using the 3rd level glyph spell, the most potent tool in any wizard's kit.

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

Glyph is somehow able to acquire many information, including metagame information such as alignment that the character would have now way of knowing, as part of the trigger. It is also possible to set the trigger as "within a certain distance of the glyph". So, Alfred will proceed to teleport to the North Pole, cast glyph before freezing to death, using a simple color spray spell inside the glyph, specifying the trigger condition as "whenever the people I am tasked to find is within [the distance corresponding to the equator]. If it triggers immediately, or not, information has been gained. At most, dichotomy can't be cast a lot because it uses precious 7th level slots to teleport quickly, so it's a jaunt of 4 dichotomies a day at most (getting back is done by casting teleporting circle toward the circle in the cottage's cellar. But how many days do you think it will take to pinpoint the elusive target (based on a world roughly the size of Earth?) ? The Shadowy Target might be found far earlier that it tought...
 
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