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Character Builds & Optimization
[Guide] 'Champion of House Jorasco' Dragonmarked, Divine-Soul, Hexblade, Life
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<blockquote data-quote="Glibowick" data-source="post: 8327114" data-attributes="member: 7029685"><p><span style="font-size: 18px">'<strong>Champion</strong> of </span><strong><span style="font-size: 18px">House Jorasco'</span></strong></p><p><strong>Divine-Sou</strong>(17) -<strong> Hexblade</strong>(2)<strong> - Life</strong>(1) <strong>Dragonmarked</strong>(Race) - <strong>House Jorasco</strong>(Background)</p><p>This build has <strong>Good AC</strong>, adds <strong>Temp</strong> <strong>HP</strong>, raises <strong>Max HP</strong>,<strong> Buffs</strong>,<strong> Heals</strong>,<strong> Cures Conditions,</strong> does <strong>High</strong> <strong>Damage,</strong> has <strong>Advantage</strong> on <strong>Concentration, </strong>sees in<strong> Magical Darkness</strong>, <strong>Influences Social Situations</strong>, and <strong>Much More</strong>.</p><p></p><p><strong>Max Cantrips Known by level 13: </strong>11</p><p><strong>Max Spells Known/Prepared/Pact/Feat/Racial at level 20: </strong>27</p><p><strong>Racial and Feat Spells/Uses without using a Spell Slot:</strong> 4</p><p><strong>Max Metamagic known at level 20: </strong>6</p><p></p><p>This build uses multiple books so this build is not Adventure League legal, just a FYI.</p><p></p><p>Also this build utilizes<strong> Feats</strong> so if your <strong>DM </strong>does not allow <strong>Feats</strong> this is not the build for you. </p><p></p><p>There are several spell combos utilized in this build and they are outlined at the end of this Guide.</p><p></p><p>Any thoughts are welcome.</p><p></p><p>Thanks for reading.</p><p></p><p>The character is a <strong>Halfling</strong></p><p><strong></strong></p><p><strong>Divine</strong> / <strong>Arcane</strong> sources of magic: <a href="https://eberron.fandom.com/wiki/Dragonmarks" target="_blank"><strong>Dragonmark</strong></a> and/or <a href="https://www.dandwiki.com/wiki/5e_Deities" target="_blank"><strong>Deity</strong></a> - <strong> Player's Choice</strong> -<strong> Character Building</strong></p><p><strong></strong></p><p><strong>Hexblade Pact: </strong>Because the <a href="https://forgottenrealms.fandom.com/wiki/Raven_Queen" target="_blank"><strong>Raven Queen</strong></a> is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons along with Hexblade Warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.</p><p></p><p><strong>Warlock Patron</strong>: - <strong>Character Building - </strong>(The character does not have to align with the patron)</p><p><strong>Neutral Parton Ideas: <a href="https://forgottenrealms.fandom.com/wiki/Mask" target="_blank"><strong>Mask</strong></a>, <a href="https://forgottenrealms.fandom.com/wiki/Null" target="_blank"><strong>Null</strong></a>, <a href="https://forgottenrealms.fandom.com/wiki/Shar" target="_blank"><strong>Shar</strong></a>, </strong>and <a href="https://forgottenrealms.fandom.com/wiki/Raven_Queen" target="_blank"><strong>The Raven Queen</strong></a><strong> </strong></p><p><strong></strong></p><p><strong>Doing the Point-Buy-System</strong></p><p><strong></strong></p><p><strong>Strength: </strong>(10) (0) (<strong>Skills, Saves, Carry Capacity</strong>)</p><p><strong>Dexterity: </strong>(12) (+1) (<strong>AC</strong>, <strong>Saves</strong>, <strong>initiative</strong>)</p><p><strong>Constitution: </strong>(14) (+2) (<strong>HP, Concentration</strong>)</p><p><strong>Intelligence: </strong>(8) (-1)</p><p><strong>Wisdom: </strong>(13) (+1) (<strong>Cleric Multi-Class</strong>)</p><p><strong>Charisma: </strong>(15) (+2) (<strong>Sorcerer/Warlock</strong> Modifier)</p><p></p><p>Strength or intelligence can be 10 for the saves and ability checks</p><ul> <li data-xf-list-type="ul">Strength over Intelligence for carry capacity, grapple, saves, and skill checks.</li> <li data-xf-list-type="ul">Intelligence over Strength for saves and skill checks.</li> </ul><p> - Which ever you are more concerned about.</p><p></p><p></p><p><strong><span style="font-size: 26px">Race:<strong> Halfling (</strong><a href="https://eberron.fandom.com/wiki/Mark_of_Healing" target="_blank"><strong>Mark of Healing</strong></a>) </span><span style="font-size: 18px">- </span></strong><span style="font-size: 15px">Ignore bonus spells in web-link - <strong>only used for Character Building</strong></span></p><p><strong>Ability Scores: Dex: </strong>+2 <strong> Wis: </strong>+1</p><p><strong>Strength: </strong>(10) (-1) (<strong>Skills, Saves, Carry Capacity</strong>)</p><p><strong>Dexterity: </strong>(<strong>14</strong>) (<strong>+2</strong>) (<strong>AC</strong>, <strong>Saves</strong>, <strong>Initiative</strong>)</p><p><strong>Constitution: </strong>(14) (+2) (<strong>HP</strong>, <strong>Conentration</strong>)</p><p><strong>Intelligence: </strong>(8) (-1)</p><p><strong>Wisdom: </strong>(<strong>14</strong>) (<strong>+2</strong>) (<strong>Cleric Multi-Class</strong>)</p><p><strong>Charisma: </strong>(15) (+2) (<strong>Sorcerer/Warlock </strong>Spells)</p><p><strong>Size: </strong>Small</p><p><strong>Speed: </strong>25 Feet</p><p><strong>Age: </strong>20-250</p><p><strong>Alignment: </strong>Chosen during <strong>Divine Soul</strong> Spell Choice</p><p><strong>Size: </strong>Small</p><p></p><p><strong>Lucky: </strong>When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll<strong>. </strong></p><p><strong>Brave: </strong>You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness: </strong>You can move through the space of any creature that is of a size larger than yours.</p><p></p><p><strong>Languages:</strong> Common and Halfling</p><p></p><p><strong>Medical Intuition: </strong>When you make a Wisdom (Medicine) check or an ability check using an Herbalism Kit, you can roll a d4</p><p> and add the number rolled to the ability check.</p><p></p><p><strong>Healing Touch: </strong>You can cast the Cure Wounds spell with this trait. Starting at 3rd level, you can also cast Lesser Restoration with it.</p><p> Once you cast either spell with this trait, you can't cast that spell with it again until you finish a Long Rest.</p><p> Wisdom is your spell-casting ability for these spells.</p><p></p><p><strong>Spells of the Mark: </strong>The build wants access to the<strong> Aura of Vitality </strong>spell</p><p>If you have the <strong>Spellcasting</strong> or the <strong>Pact Magic</strong> class feature, the spells on the <strong>Mark of Healing</strong> Spells table are added to the spell list of your spell casting class.</p><table style='width: 100%'><tr><td>Mark of Healing Spells<br /> <table style='width: 100%'><tr><th>Spell Level</th><th>Spells</th></tr><tr><td>1st</td><td>Cure wounds, Healing Word</td></tr><tr><td>2nd</td><td>Lesser Restoration, Prayer of Healing</td></tr><tr><td>3rd</td><td>Aura of Vitality, Mass Healing Word</td></tr><tr><td>4th</td><td>Aura of Purity, Aura of Life</td></tr><tr><td>5th</td><td>Greater Restoration</td></tr></table></td></tr><tr><td>[HR][/HR]</td></tr></table><p></p><p></p><p>The background goes perfectly with the race.</p><p></p><p><strong><span style="font-size: 26px">Background: House Agent - </span></strong><a href="https://eberron.fandom.com/wiki/House_Jorasco" target="_blank"><strong><span style="font-size: 26px">House Jorasco</span></strong></a></p><p><strong>Skill Proficiency:</strong> <strong>Investigation, Persuasion</strong></p><p><strong>Tool Proficiency</strong>: Two proficiencies from the <strong>House Tool</strong> proficiencies table</p><p><strong>Equipment</strong> A set of <strong>Fine Clothes, House Signet Ring, Identification Papers, </strong>and a<strong> Purse Containing </strong>20<strong> GP</strong>.</p><p><strong>House Tool Proficiencies: </strong></p><p><strong> </strong><a href="https://eberron.fandom.com/wiki/House_Jorasco" target="_blank"><strong>Jorasco</strong></a><strong>: Alchemist's Supplies</strong> and<strong> Herbalism Kit.</strong> (Best tools in the game for this build)</p><p> The Character now can brew <strong>Potions of Healing, Anti-Toxin, Alchemist's Fire, Acid,</strong> and <strong>Oil</strong>.</p><p></p><p>This build chooses<a href="https://eberron.fandom.com/wiki/House_Jorasco" target="_blank"> <strong>Jorasco</strong></a> for proficiency in the <strong>Alchemist Supplies</strong> and the <strong>Herbalism Kit</strong>,</p><p></p><p><strong>House Jorasco: </strong>Is a<strong> Halfling </strong><a href="https://eberron.fandom.com/wiki/Dragonmarks" target="_blank"><strong>Dragonmarked</strong></a> house throughout<strong> <a href="https://eberron.fandom.com/wiki/Khorvaire" target="_blank">Khorvaire</a>,</strong> although their house enclave is located in<strong> <a href="https://eberron.fandom.com/wiki/Karrnath" target="_blank">Karrnath</a>,</strong></p><p> the mark originated among the nomadic tribes on <strong><a href="https://eberron.fandom.com/wiki/The_Talenta_Plains" target="_blank">the Talenta Plains</a>.</strong></p><p></p><p> The <strong><a href="https://eberron.fandom.com/wiki/Healers_Guild" target="_blank">Healers Guild</a></strong> is the premiere service of <a href="https://eberron.fandom.com/wiki/House_Jorasco" target="_blank"><strong>House Jorasco</strong></a>. They provide both mundane and magical healing for those who can afford it</p><p> at their hospitals and healing enclaves throughout <a href="https://eberron.fandom.com/wiki/Khorvaire" target="_blank"><strong>Khorvaire</strong></a><strong>.</strong> Members of the guild include herbalists, alchemists, physicians, as well as</p><p> some clerics and adepts to the <strong><a href="https://eberron.fandom.com/wiki/Sovereign_Host" target="_blank"><strong>Sovereign Host</strong></a></strong> and <strong><a href="https://eberron.fandom.com/wiki/Silver_Flame" target="_blank">Silver Flame</a>.</strong></p><p></p><p>This character now has a structured history that a player can build/change/elaborate on and the chooses start to coalesce.</p><p></p><p>Armor is bought at 1st level and is lugged around until 2nd level.</p><p><strong>Armor: Hide</strong> 12 +<strong> Dex</strong> (Max of 2) - No need for Mage Armor anymore (<strong>Scale mail/Breastplate/Half-Plate</strong> is bought later)</p><p> <strong>Shield</strong> +2 <strong>AC</strong> (<strong>Donning</strong> and <strong>Doffing</strong> a <strong>Shield</strong> is 1 <strong>Action</strong>. (Dropping is part of a move action)</p><p></p><p><strong>Spell Casting Weapons: Crystal</strong> (To Cast) <strong>Holy symbol </strong>(To Cast)<strong> Component Pouch</strong> In case the <strong>Crystal</strong> is lost. (Store other components)</p><p><strong>Melee Weapons: Long Sword</strong> (<strong>Versitile</strong>) - Can buy/use at level 3 - You might get into a situation where you can not use magic. (Also allows the player to <strong>impose</strong> <strong>Flanking</strong>)</p><p></p><p><strong>Item:</strong> <strong>Healing Kits</strong> (Don't need <strong>Spare the Dying</strong>)<strong> +</strong> <strong>Medicine</strong> Skill <strong>+ Medical Intuition: </strong>When you make a Wisdom (Medicine) check or an ability check using an</p><p> <strong>Herbalism Kit</strong>, you can roll a d4 and add the number rolled to the ability check.</p><p></p><p>This build will use <strong>Torches</strong> to see in the dark for the<strong> first 3 levels</strong> then will be able to see in both magic and non-magic darkness.</p><p></p><p>The build goes into<strong> Sorcere</strong>r for the first level because of the <strong>Constitution Save - Important For Concentration</strong></p><p>The build takes average for health so the build can be copied.</p><p></p><p></p><p></p><p><span style="font-size: 26px"><strong>Level 1: Sorcerer - Divine Soul</strong></span></p><p><strong>HP:</strong> (<strong>Max at 1st</strong>) 1d6 + 2 (<strong>Con</strong>) = 8</p><p><strong>HP:</strong> 8</p><p><strong>Proficiency Bonus: </strong>+2</p><p><strong>AC:</strong> <strong>Base </strong>(10) + <strong>Dex </strong>(2) = <strong>AC </strong>(12)</p><p>If casting the <strong>Shield Spell</strong>: <strong>Base</strong> (10) + <strong>Dex </strong>(2) + <strong>Shield Spell </strong>(5) = <strong>AC</strong> (17)</p><h4><span style="font-size: 15px"><strong>Proficiencies - Armor: (</strong>None<strong>) Weapons: </strong>(Daggers, Darts, Slings, Quarterstaff, Light Crossbows)</span><strong> <span style="font-size: 15px">Tools:</span></strong> <strong><span style="font-size: 15px">None</span></strong></h4><p><strong>Saving Throws:</strong> <strong>Constitution</strong> - <strong>Charisma</strong></p><p><strong>Skills:</strong> Choose 2 from: <strong>Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.</strong></p><p></p><p>The build chooses: <strong>Deception, Insight</strong></p><p> </p><p><strong>Skills: Medicine, Investigation, Persuasion, Deception and Insight</strong></p><p></p><p>As a first level <strong>Sorcerer</strong> the build gets: <strong>Spellcasting</strong>, <strong>Sorcerer Origin</strong>: <strong>Divine Soul</strong></p><p></p><p>These are the basic features of the class.</p><p></p><p><strong>Origin feature: Divine Soul:</strong> Sometimes the spark of magic that fuels a <strong>Sorcerer</strong> comes from a divine source that glimmers within the soul.</p><p> Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial</p><p> connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight</p><p> in a god's name. (Flavor: This could be from the <a href="https://eberron.fandom.com/wiki/Dragonmarks" target="_blank"><strong>Dragonmark</strong></a> or a <a href="https://www.enworld.org/www.dandwiki.com/wiki/5e_Deities" target="_blank"><strong>Deity</strong></a> or both)</p><p></p><p><strong>Divine Magic: Your link to the divine allows you to learn spells from the cleric class.</strong> When your <strong>Spellcasting Feature</strong> lets you <strong>learn or replace</strong></p><p> a <strong>Sorcerer Cantrip</strong> or a <strong>Sorcerer Spell</strong> of 1st level or higher, you can choose the new spell from the <strong>Cleric Spell List</strong> or the <strong>Sorcerer</strong></p><p><strong> Spell List</strong>. You must otherwise obey all the restrictions for selecting the spell, and <strong>it becomes a Sorcerer Spell for you.</strong></p><p></p><p>In addition, choose an affinity for the source of your divine power: good, evil, law, <strong>chaos</strong>, or neutrality.</p><p><strong>You learn an additional spell based on that affinity,</strong> as shown below. It is a sorcerer spell for you, but it doesn't</p><p>count against your number of sorcerer spells known. <strong>If you later replace this spell, you must replace it with a</strong></p><p><strong>spell from the cleric spell list. </strong>(This build will later change <strong>Bane</strong> to <strong>Healing Word </strong>to <strong>Aura of Vitality </strong>to <strong>Heroes' Feast</strong>)</p><p></p><table style='width: 100%'><tr><th>Affinity</th><th>Spell</th></tr><tr><td>Good</td><td>Cure Wounds</td></tr><tr><td>Evil</td><td>Inflict Wounds</td></tr><tr><td>Law</td><td>Bless</td></tr><tr><td><strong>Chaos</strong></td><td><strong>Bane</strong></td></tr><tr><td>Neutrality</td><td>Protection from Evil and Good</td></tr></table><p></p><p>This build chooses <strong>Chaos</strong> gaining the Spell: <strong>Bane</strong></p><p>It will get<strong> Cure wounds </strong>from its <strong>Racial Trait</strong> and as a <strong>Domain Spell</strong> from<strong> Life Cleric</strong>.</p><p>It will also get <strong>Bless</strong> as a <strong>Domain</strong> Spells from<strong> Life Cleric</strong>.</p><p>It will also get <strong>Protection from Evil and Good </strong>from <strong>Warlock.</strong></p><p><strong></strong></p><p><strong>Favored by the Gods: Starting at 1st level,</strong> divine power guards your destiny.<strong> If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total</strong>,</p><p> <strong>possibly changing the outcome.</strong> Once you use this feature, you can't use it again until you finish a <strong>Short</strong> or<strong> Long Rest.</strong></p><p><strong></strong></p><p><strong>Spell casting:</strong> An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin,</p><p> fuels your spells. (Flavor: This could be from the<strong> <a href="https://eberron.fandom.com/wiki/Dragonmarks" target="_blank">Dragonmark</a></strong> or <a href="https://www.enworld.org/www.dandwiki.com/wiki/5e_Deities" target="_blank"><strong>Deity</strong></a> or both)</p><p></p><p><strong>Racial Trait: Healing Touch: </strong>You can cast the <strong>Cure Wounds</strong> spell with this trait. <strong>Starting at 3rd level,</strong> you can also cast <strong>Lesser Restoration</strong> with it.</p><p> Once you cast either spell with this trait, you can't cast that spell with it again until you finish a <strong>Long Rest</strong>.</p><p><strong> Wisdom</strong> is your spellcasting ability for these spells.</p><p> (The build can now cast <strong>Cure Wounds </strong>and <strong>Lesser Restoration</strong> without using a <strong>Spell Slot</strong>)</p><p></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 4 (<strong>Sorcerer</strong>) = 4</p><p><strong>Total: </strong>(4)</p><p></p><p><strong>Cantrips: </strong>(4)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p> <strong>Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>1</p><p><strong>Sorcerer Spells Known: </strong>2 + 1 (<strong>Divine Soul</strong>) = 3</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 3 (<strong>Sorcerer</strong>) = 4</p><p><strong>Total: </strong>(4)</p><p></p><p><strong>1st level: </strong>(4)</p><p><strong> Bane </strong>(De-Buff) <strong>- Sorcerer - Divine Soul</strong></p><p><strong> Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Racial Trait</strong> - 1 per <strong>Long Rest</strong></p><p> <strong> Magic Missile</strong> (Automatic Hit) - <strong>Sorcerer</strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 1</p><p><strong>Spell Slots: </strong>1st (2)</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom </strong>modifier (+2)</p><p><strong>Concentration Check: </strong>1d20 + 2(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p></p><p><span style="font-size: 26px"><strong>Level 2: Cleric - Life Domain</strong></span></p><p>Requirements for <strong>Cleric:</strong> <strong>Wisdom</strong> 13 <img class="smilie smilie--emoji" alt="✔️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/2714.png" title="Check mark :heavy_check_mark:" data-shortname=":heavy_check_mark:" loading="lazy" width="64" height="64" /></p><p><strong>HP:</strong> (<strong>1st</strong> lvl) 8 + 5 (<strong>Avg Cleric</strong>) + 2 (<strong>Con</strong>) = 15</p><p><strong>HP:</strong> 15</p><p><strong>Proficiency Bonus: </strong>+2</p><p><strong>AC:</strong> <strong>Base</strong>(10) + <strong>Dex</strong>(2) = <strong>AC</strong>(12)</p><p>If wearing<strong> Hide</strong> armor or only holding the <strong>Shield</strong>: <strong>Base</strong>(12) + <strong>Dex</strong>(2) = <strong>AC</strong>(14) or <strong>Base</strong>(10) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) = <strong>AC</strong>(14)</p><p>If wearing <strong>Hide </strong>armor and holding a <strong>Shield: Base</strong>(12) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) = <strong>AC</strong>(16)</p><p>If wearing <strong>Hide </strong>armor and casting <strong>Shield</strong> <strong>Spell</strong>: <strong>Base</strong>(12) + <strong>Dex</strong>(2) + <strong>Shield Spell</strong>(5) = <strong>AC</strong>(19)</p><p>If wearing <strong>Hide </strong>armor and holding a<strong> Shield </strong>and casting the <strong>Shield</strong> <strong>Spell</strong>: <strong>Base</strong>(12) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) + <strong>Shield Spell</strong>(5) = <strong>AC</strong>(21)</p><p></p><p><strong>Proficiencies:</strong> Light armor, Medium armor, Shields - <strong>No Need For Mage Armor</strong></p><p><strong>Spell casting </strong>(Considered full caster in terms of multi-classing)</p><p><strong>Ritual Casting </strong>(Important for 2 spells that are normally prepared)</p><p><strong>Divine Domain: Life</strong></p><p><strong>Life Domain Spells:</strong> <strong>Bless, Cure wounds</strong></p><p><strong>Bonus Proficiency: </strong>When you choose this domain at 1st level, <strong>you gain proficiency with heavy armor.</strong></p><p> (The build is not strong enough but medium armor is perfect because of that +2 <strong>Dex</strong>)</p><p> At least the choice of being able to wear heavy armor in case the character gets some item or spell effect increasing <strong>Strength.</strong></p><p><strong></strong></p><p><strong>Disciple of Life: </strong>Also starting at 1st level, your healing spells are more effective.<strong> Whenever you use a spell of 1st level or higher to restore hit points to a creature,</strong></p><p><strong> the creature regains additional hit points equal to 2 + the spell's level.</strong></p><p><strong></strong></p><p><strong>Cure Wounds</strong> now does: 1d8+ 2(<strong>Wisdom</strong> modifier) + 3 (<strong>Disciple of Life</strong> (2+spell level)) = 1d8+2+3 = <strong>Min:</strong> 6 <strong>Max</strong>: 13</p><p></p><p><strong>Added Cantrips: </strong>(3)</p><p> <strong>Resistance</strong> (Buff to Saves) - <strong>Cleric</strong></p><p> <strong>Guidance</strong> (Buff to Ability Checks) - <strong>Cleric</strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p><strong></strong></p><p><strong>Spells Known: </strong>(<strong>Life Cleric</strong>)</p><p> <strong>Domain Spells:</strong> <strong>Bless</strong> and <strong>Cure Wounds</strong> always prepared as <strong>Domain Spells</strong>.</p><p> <strong>Prepared Spells:</strong> The build can choose 1 + 2 (<strong>Wisdom</strong> modifier) = 3 spells to prepare which are usually:</p><p> <strong>Detect Magic</strong> (Is there magic? It is also a <strong>Ritual, </strong>10 minute cast without using a <strong>Spell Slot</strong>)</p><p> <strong>Detect Poison and Disease</strong> (Is there poison or disease? It is also a <strong>Ritual</strong>, 10 minute cast without using a <strong>Spell Slot</strong>)</p><p> <strong>Sanctuary</strong> (Protection<strong> Not Concentration</strong>) <strong>OR:</strong> <strong>Detect Evil and Good </strong>(Just in case)</p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p> </p><p><strong>Total number of Cantrips:</strong> 4 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) = 7</p><p><strong>Total: </strong>(7)</p><p> </p><p><strong>Cantrips: </strong>(7)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(1 = 1 <strong>Cleric Domain Spell</strong>) 1 - 1 = 0</p><p><strong>Sorcerer Spells Known: </strong>2 + 1 (<strong>Divine Soul</strong>) = 3</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Total number of spells available to cast: </strong>0 (<strong>Racial</strong>) + 3 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) = 8</p><p><strong>Total: </strong>(8)</p><p></p><p><strong>1st level: </strong>(8) (Ability to change out 3 first level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared</strong></p><p><strong> Bane </strong>(De-Buff)<strong> - Sorcerer - Divine Soul</strong></p><p> <strong>Magic Missile</strong> (Automatic Hit) -<strong> Sorcerer</strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 2</p><p><strong>Spell Slots: </strong>1st (3)</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2)</p><p><strong>Concentration Check: </strong>1d20 + 2(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><strong><span style="font-size: 26px">Level 3:</span></strong> <strong><span style="font-size: 26px">Warlock - <strong>Hexblade </strong></span></strong></p><p>Requirements for <strong>Warlock:</strong> <strong>Charisma</strong> 13 <img class="smilie smilie--emoji" alt="✔️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/2714.png" title="Check mark :heavy_check_mark:" data-shortname=":heavy_check_mark:" loading="lazy" width="64" height="64" /></p><p><strong>HP:</strong> (<strong>2nd</strong> lvl) 15 + 5 (<strong>Avg Warlock</strong>) + 2 (<strong>Con</strong>) = 15</p><p><strong>HP:</strong> 22</p><p><strong>Proficiency Bonus: </strong>+2</p><p><strong>AC: </strong>Check Level 2</p><p></p><p><strong>Pact Magic</strong> does not combine with the <strong>Spellcaster</strong> feature, so <strong>Warlock</strong> levels do not count toward <strong>Spell Caster Level.</strong></p><p></p><p>The build Benefits from:<strong> Eldritch blast</strong> (Unlimited Power!!!)</p><p> <strong> Hexblade's Curse</strong>: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a<strong> Bonus Action</strong>,</p><p> choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends</p><p> early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:</p><p></p><p> <strong>- </strong>You gain a <strong>bonus to damage rolls</strong> against the cursed target. The bonus equals your <strong>proficiency bonus</strong>.</p><p> <strong>- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.</strong></p><p> <strong>- </strong>If the <strong>cursed target dies</strong>, you <strong>regain hit points</strong> equal to your<strong> Warlock </strong>level <strong>+</strong> your <strong>Charisma</strong> modifier (minimum of 1 hit point)</p><p> <strong> You can't use this feature again until you finish a short or long rest.</strong></p><p><strong></strong></p><p><strong>Hex Warrior: </strong>At 1st level, you acquire the training necessary to effectively arm yourself for battle.<strong> You gain proficiency</strong> with medium armor, shields, and <strong>martial weapons</strong>.</p><p> <strong>The influence of your patron also allows you to mystically channel your will through a particular weapon. </strong></p><p> Whenever you finish a<strong> Long Rest</strong>, you can touch one weapon that you are proficient with and <strong>that lacks the two-handed property. </strong></p><p> When you <strong>attack</strong> with that weapon, you can<strong> use</strong> your <strong>Charisma</strong> modifier, <strong>instead of Strength or Dexterity</strong>, for the <strong>attack and damage rolls</strong>.</p><p> This benefit lasts until you finish a <strong>Long Rest</strong>.</p><p></p><p><strong>Cantrips: </strong>2 More</p><p> <strong>Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait: Healing Touch: </strong>You can cast the <strong>Cure Wounds</strong> spell with this trait. <strong>Starting at 3rd level</strong>, you can also cast <strong>Lesser Restoration</strong> with it.</p><p> <strong>Once you cast either spell with this trait, you can't cast that spell with it again until you finish a Long Rest. </strong></p><p><strong> Wisdom</strong> is your spellcasting ability for these spells.</p><p> (The build can now cast <strong>Cure Wounds </strong>and <strong>Lesser Restoration</strong> without using a <strong>Spell Slot</strong>)</p><p></p><p><strong>Spell Changes: Added: Lesser Restoration: </strong>You touch a creature and can end either one disease or one condition afflicting it.</p><p> The condition can be <strong>Blinded, Deafened, Paralyzed, </strong>or<strong> Poisoned.</strong></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 4 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 9</p><p><strong>Total: </strong>(9)</p><p></p><p><strong>Cantrips: </strong>(9)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>2 + 1 (<strong>Divine Soul</strong>) = 3</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 3 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 2 (<strong>Pact</strong>) = 11</p><p><strong>Total: </strong>(11)</p><p></p><p><strong>1st level: </strong>(8) (Ability to change out 3 first level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared</strong></p><p><strong> Bane </strong>(De-Buff)<strong> - Sorcerer - Divine Soul</strong></p><p> <strong>Magic Missile</strong> (Automatic Hit) -<strong> Sorcerer</strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(1)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>(2) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong>Hex</strong> (Boss Combo) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 2</p><p><strong>Spell Slots: </strong>1st (3)</p><p><strong>Pact Slots: </strong>(1) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2)</p><p> 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong></strong></p><p><strong>Concentration Check: </strong>1d20 + 2(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p>The character should have enough to purchase <strong>Scale mail</strong> or a <strong>Chain Shirt</strong> by now.</p><p><strong><span style="font-size: 26px">Level 4:</span></strong> <strong><span style="font-size: 26px">Warlock - Invocations</span> </strong></p><p><strong>HP:</strong> (<strong>3rd </strong>lvl) 22 + 5 (<strong>Avg</strong> <strong>Warlock</strong>) + 2 (<strong>Con</strong>) = 29</p><p><strong>HP:</strong> 29</p><p><strong>Proficiency Bonus: </strong>+2</p><p><strong>AC:</strong> <strong>Base</strong>(10) + <strong>Dex</strong>(2) = <strong>AC</strong>(12)</p><p>If only holding the <strong>Shield</strong>: <strong>Base</strong>(10) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) = <strong>AC</strong>(14)</p><p>If wearing<strong> Chain Shirt</strong> armor: <strong>Base</strong>(13) + <strong>Dex</strong>(2) = <strong>AC</strong>(15)</p><p>If wearing<strong> Chain Shirt</strong> armor and holding a <strong>Shield: Base</strong>(13) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) = <strong>AC</strong>(17)</p><p>If wearing<strong> Chain Shirt</strong> armor and casting <strong>Shield</strong> <strong>Spell</strong>: <strong>Base</strong>(13) + <strong>Dex</strong>(2) + <strong>Shield Spell</strong>(5) = <strong>AC</strong>(20)</p><p>If wearing<strong> Chain Shirt</strong> armor and holding a<strong> Shield </strong>and casting the <strong>Shield</strong> <strong>Spell</strong>: <strong>Base</strong>(13) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) + <strong>Shield Spell</strong>(5) = <strong>AC</strong>(22)</p><p>If wearing <strong>Scale Mail </strong>armor instead of <strong>Chain Shirt: AC</strong>(12) or <strong>AC</strong>(14) or <strong>AC</strong>(16) <strong>AC</strong>(18) or <strong>AC</strong>(21) or <strong>AC</strong>(23) <strong>-</strong> <strong>Disadvantage </strong>on <strong>Stealth Checks</strong></p><p><strong></strong></p><p><strong>Eldritch Invocations: </strong>(2)</p><p> <strong> Eldritch Mind</strong> (<strong>Advantage on Concentration</strong>)</p><p> <strong> Devil's Sight</strong> (Can see in <strong>Darkness</strong>) - You can see normally in darkness, both magical and nonmagical, <strong>to a distance of 120 feet.</strong></p><p><strong></strong></p><p><strong>Spell Added: Protection from Evil and Good</strong> (Niche Buff) - <strong>Warlock</strong></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 4 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 9</p><p><strong>Total: </strong>(9)</p><p></p><p><strong>Cantrips: </strong>(9)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>2 + 1 (<strong>Divine Soul</strong>) = 3</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 3 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) = 12</p><p><strong>Total: </strong>(12)</p><p></p><p><strong>1st level: </strong>(8)(Ability to change out 3 first level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared</strong></p><p><strong> Bane </strong>(De-Buff)<strong> - Sorcerer - Divine Soul</strong></p><p> <strong>Magic Missile</strong> (Automatic Hit) -<strong> Sorcerer</strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(1)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p><strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 2</p><p><strong>Spell Slots: </strong>1st (3)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2)</p><p> 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong></strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 2(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p><span style="font-size: 26px"><strong>Level 5:</strong> <strong>Sorcerer - Flexible Casting</strong></span></p><p><strong>HP:</strong> (<strong>4th </strong>lvl) 29 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 35</p><p><strong>HP:</strong> 35</p><p><strong>Proficiency Bonus: </strong>+3</p><p><strong>AC: </strong>Check Level 4</p><p></p><p><strong>Font of Magic</strong>: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by<strong> Sorcery Points</strong>,</p><p> which allow you to create a variety of magical effects.</p><p></p><p><strong>Sorcery Points:</strong> 2</p><p></p><p><strong>Flexible Casting:</strong> You can use your <strong>Sorcery Points</strong> to gain additional <strong>Spell Slots</strong>, or sacrifice <strong>Spell Slots</strong> to gain additional <strong>Sorcery Points</strong>.</p><p> You learn other ways to use your <strong>Sorcery Points</strong> as you reach higher levels.</p><p></p><p><strong>Creating Spell Slots:</strong> You can transform un-expended <strong>Sorcery Points</strong> into <strong>one Spell Slot</strong> <strong>as a Bonus Action on your turn</strong>. The created <strong>Spell Slots</strong> vanish at the end of a <strong>Long Rest</strong>.</p><p> The<strong> Creating Spell Slots</strong> table shows the cost of creating a <strong>Spell Slot</strong> of a given level. <strong>You can create Spell Slots no higher in level than 5th.</strong></p><p><strong></strong></p><p><strong>Creating Spell Slots</strong></p><p>1st - 2</p><p>2nd - 3</p><p>3rd - 5</p><p>4th - 6</p><p>5th - 7</p><p></p><p><strong>Converting a Spell Slot to Sorcery Points:</strong> As a<strong> Bonus Action</strong> on your turn, you can expend one <strong>Spell Slot</strong> and gain a number of<strong> Sorcery Points </strong>equal to the slot's level.</p><p></p><p><strong>Sorcery Points</strong> are important for <strong>Metamagic </strong>features - Level 5</p><p><strong>Sorcery Points: </strong>2</p><p><strong>Spell Changes:</strong> As a <strong>Sorcerer</strong> the build learns 1 spell also gets to change 1 spell.</p><p> The build changes the spell <strong>Bane</strong>(Divine Soul) into <strong>Healing Word</strong>(Divine Soul) and learns the <strong>Command </strong>Spell.</p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 4 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 9</p><p><strong>Total: </strong>(9)</p><p></p><p><strong>Cantrips: </strong>(9)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>3 + 1 (<strong>Divine Soul</strong>) = 4</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 4 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) = 13</p><p><strong>Total: </strong>(13)</p><p></p><p></p><p><strong>1st level: </strong>(9) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared</strong></p><p><strong> Healing Word </strong>(Heal at a Distance)<strong> - Sorcerer - Divine </strong></p><p> <strong>Magic Missile</strong> (Automatic Hit) -<strong> Sorcerer</strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p><strong> Command </strong>(Influence)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(1)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong>Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 3</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (2)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2)</p><p> 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p> </p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 3(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p>The Character should afford by <strong>Breastplate</strong> now</p><p><strong><span style="font-size: 26px">Level 6:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Meta Magic - Twin - Subtle</span></strong></p><p><strong>HP:</strong> (<strong>5th </strong>lvl) 35 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 41</p><p><strong>HP:</strong> 41</p><p><strong>Proficiency Bonus: </strong>+3</p><p><strong>Sorcery Points: </strong>3</p><p><strong>AC:</strong> <strong>Base</strong>(10) + <strong>Dex</strong>(2) = <strong>AC</strong>(12)</p><p>If only holding the <strong>Shield</strong>: <strong>Base</strong>(10) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) = <strong>AC</strong>(14)</p><p>If wearing<strong> Breastplate</strong> Armor: <strong>Base</strong>(14) + <strong>Dex</strong>(2) = <strong>AC</strong>(16)</p><p>If wearing<strong> Breastplate</strong> Armor and Holding a <strong>Shield: Base</strong>(14) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) = <strong>AC</strong>(18)</p><p>If wearing<strong> Breastplate</strong> Armor and casting <strong>Shield</strong> <strong>Spell</strong>: <strong>Base</strong>(14) + <strong>Dex</strong>(2) + <strong>Shield Spell</strong>(5) = <strong>AC</strong>(21)</p><p>If wearing<strong> Breastplate</strong> Armor and Holding a<strong> Shield </strong>and casting the <strong>Shield</strong> <strong>Spell</strong>: <strong>Base</strong>(14) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) + <strong>Shield Spell</strong>(5) = <strong>AC</strong>(23)</p><p></p><p><strong>MetaMagic: Twin-Spell: </strong>When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of <strong>Sorcery Points</strong></p><p> equal to the spell's level to target a second creature in range with the same spell. (1 <strong>Sorcery Point </strong>if the spell is a <strong>Cantrip)</strong></p><p> To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, <strong>Magic Missile</strong></p><p> and <strong>Scorching Ray</strong> aren't eligible, but <strong>Ray of Frost</strong> and Chromatic Orb are.</p><p> (<strong>The build does a lot of buffing and healing</strong>)<strong> </strong></p><p><strong> </strong></p><p><strong> Subtle-Spell: </strong>When you cast a spell, you can spend 1 <strong>Sorcery Point</strong> <strong>to cast it without any somatic or verbal components</strong>.</p><p> (<strong>Harder to counter, Stealthy Casting, </strong>and can<strong> cast while holding a Shield</strong>)</p><p></p><p>With <strong>Twin Spell</strong> healing capabilities Double.</p><p></p><p>Now <strong>Twin Cure Wounds </strong>can be cast as a 2nd level spell.</p><p><strong>Costs: </strong>1 (1st level spell) 1 (Sorcery Point)</p><p>2(1d8+2(Wis)+3(Life)) or (1d8+2(Wis)+3(Life))+(1d8+2(Wis)+3(Life))</p><p>Min = 14 max = 26</p><p><strong>Second Level</strong></p><p>2(2d8+2(Wis)+4(Life)) or (2d8+2(Wis)+4(Life))+(2d8+2(Wis)+4(Life))</p><p>Min = 16 Max = 44</p><p></p><p>The build can also <strong>Twin </strong>cast<strong> Healing Word </strong>as a 2nd level spell. That is done at a 30 foot distance and is only verbal. (Can cast this while holding a shield.)</p><p><strong>Costs: </strong>1 (1st level spell) 1 (Sorcery Point)</p><p> 2(1d4+2(Cha)+3(Life)) or (1d4+2(Cha)+3(Life))+(1d4+2(Cha)+3(Life))</p><p>Min = 14 max = 18</p><p><strong>Second Level</strong></p><p>2(2d4+2(Cha)+4(Life)) or (2d4+2(Cha)+4(Life))+(2d4+2(Cha)+4(Life))</p><p>Min = 16 Max = 28</p><p></p><p><strong>Spell Changes:</strong> As a <strong>Sorcerer</strong> the build gets 1 more spell also the build gets to change 1 spell.</p><p> The build changes the spell <strong>Command </strong>into one of these and then learns the other.</p><p></p><p><strong> Darkness: Magical darkness</strong> spreads from a point you choose within range to fill a <strong>15-foot-radius</strong> sphere for the duration.</p><p> The darkness spreads around corners. <strong>A creature with darkvision can't see through this darkness, and nonmagical light </strong></p><p><strong> can't illuminate it.</strong> If the point you choose is on an object you are holding or one that isn't being worn or carried,</p><p> the darkness emanates from the object and moves with it. <strong>Completely covering the source of the darkness with an opaque </strong></p><p><strong> object, such as a bowl or a helm, blocks the darkness.</strong> <strong>If any of this spell's area overlaps with an area of light created by a spell </strong></p><p><strong> of 2nd level or lower, the spell that created the light is dispelled.</strong></p><p><strong></strong></p><p><strong> Aid:</strong> Your spell bolsters your allies with toughness and resolve. <strong>Choose up to three creatures</strong> within range.</p><p> Each target's <strong>hit point maximum</strong> and <strong>current hit points</strong> <strong>increase</strong> by <strong>5</strong> for the duration. <strong>At Higher Levels.</strong></p><p> When you cast this spell using a <strong>Spell Slot</strong> of 3rd level or higher, a target's <strong>hit points increase by an</strong></p><p><strong> additional 5 for each slot level above 2nd.</strong></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 4 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 9</p><p><strong>Total: </strong>(9)</p><p></p><p><strong>Cantrips: </strong>(9)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>4 + 1 (<strong>Divine Soul</strong>) = 5</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 5 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) = 14</p><p><strong>Total: </strong>(14)</p><p></p><p><strong>1st level: </strong>(8) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared</strong></p><p><strong> Healing Word </strong>(Heal at a Distance)<strong> - Sorcerer - Divine </strong></p><p> <strong>Magic Missile</strong> (Automatic Hit) -<strong> Sorcerer</strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(3)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 4</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2)</p><p> 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong></strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 3(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p><span style="font-size: 26px"><strong>Level 7:</strong> <strong>Sorcerer - Fey-Touched</strong></span></p><p><strong>HP:</strong> (<strong>6th </strong>lvl) 41 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 47</p><p><strong>HP:</strong> 47</p><p><strong>AC: Breastplate: </strong>14 or 16 (<strong>Shield</strong>) - Combined with the <strong>Shield</strong> <strong>Spell</strong> - 18 or 20 (<strong>Shield</strong>)</p><p><strong>Proficiency Bonus: </strong>+3</p><p><strong>Sorcery Points: </strong>4</p><p><strong>AC: </strong>Check Level 6</p><p></p><p><strong>Ability Score Improvement: </strong>When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two</p><p> ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p><p> If your <strong>DM </strong>allows the use of feats, you may instead take a <strong>Feat</strong>.</p><p></p><p><strong>Feat:</strong> <strong>Fey-Touched</strong>: Your exposure to the Feywild's magic has changed you, granting you the following benefits:</p><p> Increase your Intelligence, Wisdom, or <strong>Charisma</strong> by 1, to a maximum of 20.</p><p></p><p><strong> - </strong>You learn the<strong> Misty Step spell </strong>and<strong> one 1st-level spell </strong>of your choice (<strong>Gift of Alacrity</strong>)<strong> The 1st-level spell must be </strong></p><p><strong> from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot.</strong></p><p> Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a <strong>Long Rest</strong>.</p><p> </p><p> <strong> - You can also cast these spells using spell slots you have of the appropriate level.</strong></p><p><strong> The spells' spellcasting ability is the ability increased by this feat. </strong>(The build chooses to add<strong> +1 </strong>to<strong> Charisma</strong>)</p><p></p><p></p><p><strong>Strength: </strong>(10) (-1) (<strong>Skills, Saves, Carry Capacity</strong>)</p><p><strong>Dexterity: </strong>(14) (+2) (<strong>AC</strong>, <strong>Saves</strong>, <strong>Initiative</strong>)</p><p><strong>Constitution: </strong>(14) (+2) (<strong>HP</strong>, <strong>Conentration</strong>)</p><p><strong>Intelligence: </strong>(8) (-1)</p><p><strong>Wisdom: </strong>(14) (+2) (<strong>Cleric Multi-Class</strong>)</p><p><strong>Charisma: </strong>(<strong>16</strong>) (<strong>+3</strong>) (<strong>Sorcerer/Warlock </strong>Spells)</p><p></p><p><strong>Spell Changes: </strong>The Build is changing<strong> Magic Missile </strong>into<strong> Scorching Ray </strong>and learning <strong>Suggestion </strong></p><p><strong></strong></p><p><strong> Added: Misty Step </strong>(2nd level teleportation spell) <strong>Gift of Alacrity </strong>(1d8 Buff for Initiative rolls<strong> 8 hours No Concentration</strong>)</p><p> <strong>Added: Sorcerer Cantrip: Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 5 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 10</p><p><strong>Total: </strong>(10)</p><p></p><p><strong>Cantrips: </strong>(10)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>5 + (1 <strong>Divine Soul</strong>) = 6</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 6 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 17</p><p><strong>Total: </strong>(17)</p><p></p><p><strong>1st level: </strong>(8) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared</strong></p><p><strong> Healing Word </strong>(Heal at a Distance)<strong> - Sorcerer - Divine </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(6)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Suggestion</strong> (Influence Social Situations <strong>Subtle Spell</strong>) - <strong>Sorcerer</strong></p><p> <strong>Scorching Ray</strong> (Damage) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong>Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 5</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (2)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 3(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p> </p><p>The Character Should afford <strong>Half-Plate</strong> Now</p><p><strong><span style="font-size: 26px">Level 8:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Fireball - Counter Spell</span></strong></p><p><strong>HP:</strong> (<strong>7th </strong>lvl) 47 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 53</p><p><strong>HP:</strong> 53</p><p><strong>Proficiency Bonus: </strong>+3</p><p><strong>Sorcery Points: </strong>5</p><p><strong>AC:</strong> <strong>Base</strong>(10) + <strong>Dex</strong>(2) = <strong>AC</strong>(12)</p><p>If only holding the <strong>Shield</strong>: <strong>Base</strong>(10) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) = <strong>AC</strong>(14)</p><p>If wearing<strong> Half Plate</strong> Armor: <strong>Base</strong>(15) + <strong>Dex</strong>(2) = <strong>AC</strong>(17)</p><p>If wearing<strong> Half Plate</strong> Armor and Holding a <strong>Shield: Base</strong>(15) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) = <strong>AC</strong>(19)</p><p>If wearing<strong> Half Plate</strong> Armor and casting <strong>Shield</strong> <strong>Spell</strong>: <strong>Base</strong>(15) + <strong>Dex</strong>(2) + <strong>Shield Spell</strong>(5) = <strong>AC</strong>(22)</p><p>If wearing<strong> Half Plate</strong> Armor and Holding a<strong> Shield </strong>and casting the <strong>Shield</strong> <strong>Spell</strong>: <strong>Base</strong>(15) + <strong>Dex</strong>(2) + <strong>Shield</strong>(2) + <strong>Shield Spell</strong>(5) = <strong>AC</strong>(24)</p><p></p><p><strong>Spell Changes: </strong>The Build is changing<strong> Scorching Ray </strong>into<strong> Fireball </strong>and learning<strong> Counter Spell</strong></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 5 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 10</p><p><strong>Total: </strong>(10)</p><p></p><p><strong>Cantrips: </strong>(10)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>6 + (1 <strong>Divine Soul</strong>) = 7</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 7 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 18</p><p><strong>Total: </strong>(18)</p><p></p><p><strong>1st level: </strong>(8) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared</strong></p><p><strong> Healing Word </strong>(Heal at a Distance)<strong> - Sorcerer - Divine </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(5)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Suggestion</strong> (Influence Social Situations <strong>Subtle Spell</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(2)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p> <strong>Fireball</strong> (FIREBALL!!!!!!) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 6</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 3(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><strong><span style="font-size: 26px">Level 9:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Empowered Healing - Catnap or Haste or Dispel Magic</span></strong></p><p><strong>HP:</strong> (<strong>8th </strong>lvl) 53 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 59</p><p><strong>HP:</strong> 59</p><p><strong>Proficiency Bonus: </strong>+4</p><p><strong>Sorcery Points: </strong>6</p><p><strong>AC: </strong>Check Level 6</p><p></p><p><strong>Empowered Healing: </strong>Starting at 6th level, the divine energy coursing through you can<strong> Empower Healing</strong> spells. <strong>Whenever you or an ally within 5 feet of you</strong></p><p><strong> rolls dice to determine the number of hit points a spell restores</strong>, you can spend 1 <strong>Sorcery Point</strong> to <strong>re-roll any number of those dice once</strong>,</p><p> provided, <strong>you aren't incapacitated</strong>. You can use this feature only <strong>once per turn</strong>.</p><p></p><p><strong>Spell Changes:</strong> The Build is changing<strong> Healing Word</strong>(Divine Soul) into<strong> Aura of Vitality</strong>(Divine Soul) and learning<strong> Catnap</strong></p><p><strong></strong></p><p><strong>Catnap + Short Rest:</strong> This build will utilize a trick to allow 3 creatures to rest twice while this character changes 2 (1st level) <strong>Pact-Magic spell slots</strong> into</p><p> 3 <strong>Sorcery Points</strong> (Similar 20th level <strong>Sorcerer</strong> feature)</p><p> </p><p> This is done<strong> Only </strong>when the group wants to take a<strong> Short Rest </strong>for <strong>Short Rest</strong> benefits.</p><p></p><p> <strong>-</strong> First the player changes <strong>Pact-Magic Spell Slots </strong>into<strong> Sorcery Points:</strong> 2 (1st level <strong>Spell Slots</strong>) gaining (4) <strong>Sorcery Points</strong>. Then the player casts <strong>Catnap</strong>,</p><p> a 10 minute short rest for up to 3 creatures, at the cost of a <strong>3rd level</strong> <strong>spell slot</strong>. (acquired at <strong>level 9)</strong></p><p> <strong>-</strong> Then the Player regains the 2 spent <strong>Pact-Magic Spell Slots.</strong></p><p> <strong>- </strong>Then the player can buy a third level spell slot for 5 Sorcery Point. (The build only losing 1 <strong>Sorcery Point</strong>.)</p><p> The 3 creatures that took the <strong>10 minute</strong> <strong>Catnap</strong> then can guard for the rest of the <strong>Short Rest </strong>(The build only losing 1 <strong>Sorcery Point</strong>.)</p><p></p><p> <strong>-</strong> If the <strong>DM</strong> allows the 3 players, who took the <strong>Catnap,</strong> take a <strong>second Short Rest, </strong>since the first one only took 10 minutes.</p><p> the player can then convert the 2 (1st level) <strong>Pact-Magic</strong> <strong>Spells-Slots</strong> into 4 more <strong>Sorcery Points</strong>. With that 8 total <strong>Sorcery Points </strong>are gained.</p><p> <strong>-</strong> The player then converts 5 <strong>Sorcery Points </strong>into a 3rd level <strong>Spell Slot</strong> (5 <strong>Sorcery Points</strong>)</p><p> <strong>-</strong> Ultimately gaining 3 extra <strong>Sorcery Points </strong>(much earlier than the level 20 Class Feature: <strong>Sorcerous Restoration</strong> (+4 <strong>Sorcery Points</strong> per <strong>Short Rest</strong>)</p><p> (Not game breaking if this mechanic is not abused)</p><p></p><p><strong>Warlock</strong> <strong>Spell Slots</strong> to points: 2 (1st level) = 4 points</p><p>3rd level <strong>Catnap </strong>cast</p><p><strong>Warlock</strong> Spell Slots converted to points: 2 (1st Level) = 4 points</p><p>4 + 4 = 8</p><p>3rd level <strong>Spell Slot</strong> converted from <strong>Sorcery Points</strong>: 5 points</p><p>8 - 5 = 3</p><p>(Combo that should not be game breaking if you leave it at that)</p><p></p><p>If you don't want to do this Grab <strong>Haste: </strong>Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled,</p><p> it gains a <strong>+2</strong> bonus to <strong>AC</strong>, it has <strong>advantage</strong> on <strong>Dexterity saving throws</strong>, and it <strong>gains an additional action on </strong></p><p><strong> each of its turns.</strong> That action can be used only to take the Attack (one weapon attack only), Dash, Disengage,</p><p> Hide, or Use an Object action. <strong>When the spell ends, the target can't move or take actions until after its next turn, </strong></p><p><strong> as a wave of lethargy sweeps over it.</strong></p><p></p><p>Or <strong>Dispel Magic</strong>: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher</p><p> on the target, make an ability check using your spellcasting ability. The <strong>DC equals 10 + the spell's level.</strong> On a successful check, the spell ends.</p><p> <strong> At Higher Levels.</strong> When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the</p><p> spell's level is equal to or less than the level of the spell slot you used.</p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 5 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 10</p><p><strong>Total: </strong>(10)</p><p></p><p><strong>Cantrips: </strong>(10)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>7 + (1 <strong>Divine Soul</strong>) = 8</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 8 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 19</p><p><strong>Total: </strong>(19)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(5)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Suggestion</strong> (Influence Social Situations <strong>Subtle Spell</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(4)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p> <strong>Fireball</strong> (FIREBALL!!!!!!) - <strong>Sorcerer</strong></p><p> <strong>Aura of Vitality</strong> (Heal 2d6 + 5(Life) as a bonus action for 1 minute<strong> Concentration</strong>) - <strong>Sorcerer </strong>- <strong>Divine</strong></p><p><strong> Catnap (Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action, </strong>(<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 7</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 4(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><span style="font-size: 26px"><strong>Level 10:</strong> <strong>Sorcerer - Banishment</strong></span></p><p><strong>HP:</strong> (<strong>9th </strong>lvl) 59 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 65</p><p><strong>HP:</strong> 65</p><p><strong>Proficiency Bonus: </strong>+4</p><p><strong>Sorcery Points: </strong>7</p><p><strong>AC: </strong>Check Level 6 - Last mention of <strong>AC. </strong>Characters <strong>AC</strong> will vary based on armor availability, character purchasing power, and magic item drops.</p><p></p><p><strong>Spell Changes:</strong> The Build is changing<strong> Suggestion </strong>into<strong> Banishment </strong>and learning<strong> Polymorph</strong></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 5 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 10</p><p><strong>Total: </strong>(10)</p><p></p><p><strong>Cantrips: </strong>(10)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>8 + (1 <strong>Divine Soul</strong>) = 9</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 9 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 20</p><p><strong>Total: </strong>(20)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(4)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p> <strong>Fireball</strong> (FIREBALL!!!!!!) - <strong>Sorcerer</strong></p><p> <strong>Aura of Vitality</strong> (Heal 2d6 + 5(Life) as a bonus action for 1 minute<strong> Concentration</strong>) - <strong>Sorcerer </strong>- <strong>Divine</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(2)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 8</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (2)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 4(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><strong><span style="font-size: 26px">Level 11:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Inspiring Leader</span></strong></p><p><strong>HP:</strong> (<strong>10th </strong>lvl) 65 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 71</p><p><strong>HP:</strong> 71</p><p><strong>Proficiency Bonus: </strong>+4</p><p><strong>Sorcery Points: </strong>8</p><p><strong>Ability Score Improvement: </strong>When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.</p><p> As normal, you can't increase an ability score above 20 using this feature. If your <strong>DM</strong> allows the use of feats, you may instead take a <strong>Feat</strong>.</p><p><strong>Feat: Inspiring leader</strong>:</p><table style='width: 100%'><tr><td>You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within<br /> 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't<br /> gain temporary hit points from this feat again until it has finished a short or long rest.</td></tr></table><p></p><p>Starting out at 11th level this gives a group of 4: 11+3 =14 per party member, so: x4 = 52 extra hit points for the group</p><p></p><p>Combine <strong>Inspiring Leader</strong> with the spell:<strong> Aid:</strong> Your spell bolsters your allies with toughness and resolve. <strong>Choose up to three creatures within range</strong>.</p><p> Each target's hit point <strong>maximum </strong>and<strong> current </strong>hit points increase by 5 for the duration.<strong> At Higher Levels.</strong></p><p> When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an</p><p> additional 5 for each slot level above 2nd.</p><p></p><p><strong>Spell Changes: </strong>The Build is changing nothing Learning <strong>Death Ward</strong></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 5 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 10</p><p><strong>Total: </strong>(10)</p><p></p><p><strong>Cantrips: </strong>(10)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>9 + (1 <strong>Divine Soul</strong>) = 10</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 10 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 21</p><p><strong>Total: </strong>(21)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(4)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p> <strong>Fireball</strong> (FIREBALL!!!!!!) - <strong>Sorcerer</strong></p><p> <strong>Aura of Vitality</strong> (Heal 2d6 + 5(Life) as a bonus action for 1 minute<strong> Concentration</strong>) - <strong>Sorcerer </strong>- <strong>Divine</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)<strong> </strong></p><p><strong></strong></p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 9</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 4(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><strong><span style="font-size: 26px">Level 12:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Greater Restoration</span></strong></p><p><strong>HP:</strong> (<strong>11th </strong>lvl) 71 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 77</p><p><strong>HP:</strong> 77</p><p><strong>Proficiency Bonus: </strong>+4</p><p><strong>Sorcery Points: </strong>9(normal)</p><p></p><p><strong>Spell Changes: </strong>The Build is changing nothing and learning<strong> Greater Restoration</strong></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 5 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 10</p><p><strong>Total: </strong>(10)</p><p></p><p><strong>Cantrips: </strong>(10)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>10 + (1 <strong>Divine Soul</strong>) = 11</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 11 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 22</p><p><strong>Total: </strong>(22)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(4)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p> <strong>Fireball</strong> (FIREBALL!!!!!!) - <strong>Sorcerer</strong></p><p> <strong>Aura of Vitality</strong> (Heal 2d6 + 5(Life) as a bonus action for 1 minute<strong> Concentration</strong>) - <strong>Sorcerer </strong>- <strong>Divine</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)</p><p></p><p><strong>5th Level: </strong>(1)</p><p> <strong>Greater Restoration</strong> (Cure Conditions) - <strong>Sorcerer</strong></p><p> </p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 10</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 4(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><strong><span style="font-size: 22px">Level 13:</span></strong> <strong><span style="font-size: 22px">Sorcerer - Metamagic - Quicken</span></strong></p><p><strong>HP:</strong> (<strong>12th </strong>lvl) 77 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 83</p><p><strong>HP:</strong> 83</p><p><strong>Proficiency Bonus: </strong>+5</p><p><strong>Sorcery Points: </strong>10(normal)</p><p></p><p><strong>Metamagic:</strong> <strong>Quicken Spell: </strong>When you cast a spell that has a casting time of 1 <strong>Action</strong>, you can spend 2 <strong>Sorcery Points</strong> to change the casting time to 1 <strong>Bonus Action</strong> for this casting.</p><p> (Now with quicken spell the build can cast <strong>Mind Sliver </strong>wait to see if the <strong>de-buff</strong> takes hold then <strong>Quicken</strong> <strong>Banishment</strong> if it does)</p><p></p><p><strong>Added: Sorcerer Cantrip: Anything</strong> you want<strong> Sorcerer/Cleric Spell </strong>list<strong>.</strong></p><p><strong></strong></p><p><strong>Spell Changes: </strong>The Build is changing nothing and learning<strong>:</strong></p><p><strong> Mass Cure Wounds: </strong>A wave of healing energy washes out from a point of your choice within range. <strong>Choose up to six creatures</strong> in a 30-foot-radius</p><p> sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier.</p><p> This spell has no effect on undead or constructs. <strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 6th level or higher,</p><p> the healing increases by 1d8 for each slot level above 5th.</p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 6 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 11</p><p><strong>Total: </strong>(11)</p><p></p><p><strong>Cantrips: </strong>(11)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> (Any </strong>you want<strong> Sorcerer/Cleric Spell list) - Sorcerer </strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>11 + (1 <strong>Divine Soul</strong>) = 12</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 12 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 23</p><p><strong>Total: </strong>(23)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(4)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p> <strong>Fireball</strong> (FIREBALL!!!!!!) - <strong>Sorcerer</strong></p><p> <strong>Aura of Vitality</strong> (Heal 2d6 + 5(Life) as a bonus action for 1 minute<strong> Concentration</strong>) - <strong>Sorcerer </strong>- <strong>Divine</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)</p><p></p><p><strong>5th Level: </strong>(2)</p><p> <strong>Greater Restoration</strong> (Cure Conditions) - <strong>Sorcerer</strong></p><p><strong> Mass Cure Wounds </strong>(Mass Heal)<strong> - Sorcerer</strong></p><p> </p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 11</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 5(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><strong><span style="font-size: 26px">Level 14:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Heroes' Feast - Globe of Invulnerability</span></strong></p><p><strong>HP:</strong> (<strong>13th </strong>lvl) 83 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 89</p><p><strong>HP:</strong> 89</p><p><strong>Proficiency Bonus: </strong>+5</p><p><strong>Sorcery Points: </strong>11(normal)</p><p></p><p><strong>Spell Changes:</strong> This build is changing <strong>Aura of Vitality</strong>(Divine) into<strong> Heroes' Feast</strong>(Divine) and learning<strong> Globe of Invulnerability </strong></p><p> </p><p> <strong>Heroes' Feast: </strong>You bring forth a great feast, including magnificent food and drink. The<strong> feast </strong>takes <strong>1 hour </strong>to consume and disappears<strong> </strong></p><p><strong> </strong> at the end of that time, and the beneficial effects don't set in until this hour is over.<strong> Up to twelve creatures can partake of the feast.</strong></p><p> A creature that partakes of the feast gains several benefits. <strong>The creature is cured of all diseases and poison, becomes immune </strong></p><p><strong> to poison and being Frightened, and makes all Wisdom saving throws with advantage.</strong> Its <strong>hit point maximum</strong> also <strong>increases</strong> by <strong>2d10,</strong></p><p> and it <strong>gains</strong> the <strong>same number</strong> of <strong>hit points</strong>. These benefits last for <strong>24 hours.</strong></p><p> (Combine this to <strong>Aid</strong> and <strong>Inspiring Leader</strong> for max effect)</p><p></p><p><strong>Combining Magical Effects: The effects of different spells add together while the durations of those spells overlap.</strong> The effects of the same spell</p><p> cast multiple times don't combine, however. Instead, the most potent effect—such as the highest bonus—from those castings</p><p> applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.</p><p> </p><p> <strong>Globe of Invulnerability: </strong>An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.</p><p> <strong>Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast</strong></p><p><strong> using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. </strong></p><p> <strong>Similarly, the area within the barrier is excluded from the areas affected by such spells. At Higher Levels. </strong></p><p> When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.</p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 6 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 11</p><p><strong>Total: </strong>(11)</p><p></p><p><strong>Cantrips: </strong>(11)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> (Any </strong>you want<strong> Sorcerer/Cleric Spell list) - Sorcerer </strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>12 + (1 <strong>Divine Soul</strong>) = 13</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 13 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 24</p><p><strong>Total: </strong>(24)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(3)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p> <strong>Fireball</strong> (FIREBALL!!!!!!) - <strong>Sorcerer</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)</p><p></p><p><strong>5th Level: </strong>(2)</p><p> <strong>Greater Restoration</strong> (Cure Conditions) - <strong>Sorcerer</strong></p><p><strong> Mass Cure Wounds </strong>(Mass Heal)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>6th Level: </strong>(2)</p><p> <strong>Heroes' Feast</strong> (Increase Max HP (Combine with <strong>Aid</strong> and <strong>Inspiring Leader</strong>) -<strong> Sorcerer - Divine</strong></p><p> <strong>Globe of Invulnerability</strong> (Protect the group from magic) - <strong>Sorcerer</strong></p><p> </p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 12</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 5(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p></p><p><strong><span style="font-size: 26px">Level 15:</span></strong> <strong><span style="font-size: 26px">Sorcerer - MetaMagic Adept - Empowered Spell - Extend Spell</span></strong></p><p><strong>HP:</strong> (<strong>14th </strong>lvl) 89 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 95</p><p><strong>HP:</strong> 95</p><p><strong>Proficiency Bonus: </strong>+5</p><p><strong>Sorcery Points: </strong>12 (Normal) 2 (Metamagic Adept)</p><p> </p><p><strong>Ability Score Improvement: </strong>When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores</p><p> of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p><p> If your <strong>DM</strong> allows the use of <strong>feats</strong>, you may instead take a <strong>Feat</strong>.</p><p></p><p><strong> Feat: Metamagic Adept</strong>: You've learned how to exert your will on your spells to alter how they function. You learn two<strong> Metamagic</strong> options of your choice</p><p> from the <strong>Sorcere</strong>r class. You can use only one <strong>Metamagic</strong> option on a spell when you cast it, unless the option says otherwise.</p><p> Whenever you reach a level that grants the ability score Improvement feature, you can replace one of these <strong>Metamagic</strong> options</p><p> with another one from the <strong>Sorcerer</strong> class.</p><p></p><p> You gain 2 <strong>Sorcery Points</strong> to spend on <strong>Metamagic</strong> (these points are added to any <strong>Sorcery Points</strong> you have from another</p><p> source <strong>but can be used only on Metamagic</strong>). You regain all spent <strong>Sorcery Points</strong> when you finish a <strong>Long Rest</strong>.</p><p></p><p> <strong>Empowered Spell: </strong>When you <strong>roll damage</strong> for a spell, you can spend 1 <strong>Sorcery Point</strong> to <strong>reroll</strong> a number of the damage dice</p><p> up to your <strong>Charisma</strong> modifier (+3). <strong>You must use the new rolls.</strong> You can use <strong>Empowered Spell</strong></p><p> even if you have already used a different <strong>Metamagic</strong> option during the casting of the spell.</p><p></p><p><strong> Extend Spell : </strong>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 <strong>Sorcery Point</strong> to double its duration,</p><p> to a <strong>maximum duration of 24 hours.</strong></p><p> (This Build has a couple of <strong>8 Hour</strong> buffs)</p><p> (Spells that <strong>do not use Concentration</strong> like: <strong>Aid, Gift of Alacrity, Death Ward</strong>)</p><p></p><p><strong>Spell Changes: </strong>None</p><p><strong> </strong></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 6 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 11</p><p><strong>Total: </strong>(11)</p><p></p><p><strong>Cantrips: </strong>(11)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> (Any </strong>you want<strong> Sorcerer/Cleric Spell list) - Sorcerer </strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>12 + (1 <strong>Divine Soul</strong>) = 13</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 13 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 24</p><p><strong>Total: </strong>(24)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(3)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p> <strong>Fireball</strong> (FIREBALL!!!!!!) - <strong>Sorcerer</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)</p><p></p><p><strong>5th Level: </strong>(2)</p><p> <strong>Greater Restoration</strong> (Cure Conditions) - <strong>Sorcerer</strong></p><p><strong> Mass Cure Wounds </strong>(Mass Heal)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>6th Level: </strong>(2)</p><p> <strong>Heroes' Feast</strong> (Increase Max HP (Combine with <strong>Aid</strong> and <strong>Inspiring Leader</strong>) -<strong> Sorcerer - Divine</strong></p><p> <strong>Globe of Invulnerability</strong> (Protect the group from magic) - <strong>Sorcerer</strong></p><p> </p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 13</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 5(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>) <strong> </strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 26px">Level 16:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Resurrection - Delayed Fireball</span></strong></p><p><strong>HP:</strong> (<strong>15th </strong>lvl) 95 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 101</p><p><strong>HP:</strong>101</p><p><strong>Proficiency Bonus: </strong>+5</p><p><strong>Sorcery Points: </strong>13 (Normal) 2 (Metamagic Adept)</p><p> </p><p><strong>Spell Changes:</strong> This build is Changing <strong>Fireball</strong> into <strong>Delayed Fireball</strong>:</p><p> </p><p> <strong>Resurrection: </strong>You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead.</p><p> If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures</p><p> normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like;</p><p> if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.</p><p> This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal.</p><p> The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest,</p><p> the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year</p><p> or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack</p><p> rolls, ability checks, and saving throws.</p><p> </p><p> <strong>Delayed Fireball: </strong>A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing</p><p> bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the</p><p> bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere</p><p> centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage</p><p> on a failed save, or half as much damage on a successful one.</p><p> The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.</p><p> If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw.</p><p> On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the</p><p> bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the</p><p> area and ignites flammable objects that aren't being worn or carried.<strong> At Higher Levels.</strong></p><p> When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.</p><p></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 6 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 11</p><p><strong>Total: </strong>(11)</p><p></p><p><strong>Cantrips: </strong>(11)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> (Any </strong>you want<strong> Sorcerer/Cleric Spell list) - Sorcerer </strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>13 + (1 <strong>Divine Soul</strong>) = 14</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 14 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 25</p><p><strong>Total: </strong>(25)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(3)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)</p><p></p><p><strong>5th Level: </strong>(2)</p><p> <strong>Greater Restoration</strong> (Cure Conditions) - <strong>Sorcerer</strong></p><p><strong> Mass Cure Wounds </strong>(Mass Heal)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>6th Level: </strong>(2)</p><p> <strong>Heroes' Feast</strong> (Increase Max HP (Combine with <strong>Aid</strong> and <strong>Inspiring Leader</strong>) -<strong> Sorcerer - Divine</strong></p><p> <strong>Globe of Invulnerability</strong> (Protect the group from magic) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>7th Level: </strong>(2)</p><p> <strong>Resurrection</strong> (Hi Friends) -<strong> Sorcerer</strong></p><p><strong> Delayed Fireball</strong> (Better Fireball) - <strong>Sorcerer</strong></p><p> </p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong>Hex (Boss Combo) - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 14</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 5(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><span style="font-size: 26px"><strong>Level 17:</strong> <strong>Sorcerer - Batman - Otherworldly Wings</strong></span></p><p><strong>HP:</strong> (<strong>16th </strong>lvl) 101 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 107</p><p><strong>HP:</strong>107</p><p><strong>Proficiency Bonus: </strong>+6</p><p><strong>Sorcery Points: </strong>14 (Normal) 2 (Metamagic Adept)</p><p> </p><p><strong>Sorcerer Origin Feature: Otherworldly Wings (Now The Build can fly)</strong></p><p> Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back.</p><p> While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated,</p><p> you die, or you dismiss them as a bonus action.</p><p> The affinity you chose for your <strong>Divine Magic </strong>feature determines the appearance of the spectral wings:</p><p> eagle wings for good or law, <strong>bat wings</strong> for evil or <strong>chaos</strong>, and dragonfly wings for neutrality.</p><p> </p><p><strong>Spell Changes:</strong> The build in not changing anything</p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 6 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 11</p><p><strong>Total: </strong>(11)</p><p></p><p><strong>Cantrips: </strong>(11)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> (Any </strong>you want<strong> Sorcerer/Cleric Spell list) - Sorcerer </strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>13 + (1 <strong>Divine Soul</strong>) = 14</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 14 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 25</p><p><strong>Total: </strong>(25)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(3)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action, </strong>(<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)</p><p></p><p><strong>5th Level: </strong>(2)</p><p> <strong>Greater Restoration</strong> (Cure Conditions) - <strong>Sorcerer</strong></p><p><strong> Mass Cure Wounds </strong>(Mass Heal)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>6th Level: </strong>(2)</p><p> <strong>Heroes' Feast</strong> (Increase Max HP (Combine with <strong>Aid</strong> and <strong>Inspiring Leader</strong>) -<strong> Sorcerer - Divine</strong></p><p> <strong>Globe of Invulnerability</strong> (Protect the group from magic) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>7th Level: </strong>(2)</p><p> <strong>Resurrection</strong> (Hi Friends) -<strong> Sorcerer</strong></p><p><strong> Delayed Fireball</strong> (Better Fireball) - <strong>Sorcerer</strong></p><p> </p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 15</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) - 8th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 6(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><strong><span style="font-size: 26px">Level 18:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Power Word Stun</span></strong></p><p><strong>HP:</strong> (<strong>17th </strong>lvl) 107 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 113</p><p><strong>HP:</strong>113</p><p><strong>Proficiency Bonus: </strong>+6</p><p><strong>Sorcery Points: </strong>15 (Normal) 2 (Metamagic Adept)</p><p> </p><p><strong>Spell Changes:</strong> The build is not changing anything and it is Learning:</p><p></p><p><strong> Power Word Stun: </strong>You speak a word of power that can overwhelm the mind of one creature you can see within range,</p><p> leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.</p><p> The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save,</p><p> this stunning effect ends.</p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 6 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 11</p><p><strong>Total: </strong>(11)</p><p></p><p><strong>Cantrips: </strong>(11)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> (Any </strong>you want<strong> Sorcerer/Cleric Spell list) - Sorcerer </strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>14 + (1 <strong>Divine Soul</strong>) = 15</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 15 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 26</p><p><strong>Total: </strong>(26)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(3)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)</p><p></p><p><strong>5th Level: </strong>(2)</p><p> <strong>Greater Restoration</strong> (Cure Conditions) - <strong>Sorcerer</strong></p><p><strong> Mass Cure Wounds </strong>(Mass Heal)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>6th Level: </strong>(2)</p><p> <strong>Heroes' Feast</strong> (Increase Max HP (Combine with <strong>Aid</strong> and <strong>Inspiring Leader</strong>) -<strong> Sorcerer - Divine</strong></p><p> <strong>Globe of Invulnerability</strong> (Protect the group from magic) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>7th Level: </strong>(2)</p><p> <strong>Resurrection</strong> (Hi Friends) -<strong> Sorcerer</strong></p><p><strong> Delayed Fireball</strong> (Better Fireball) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>8th Level: </strong>(1)</p><p><strong> Power Word Stun</strong> (Incapacitate a enemy) - <strong>Sorcerer</strong></p><p> </p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 16</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) - 8th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 6(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><strong><span style="font-size: 26px">Level 19:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Charisma <strong>+ 2</strong></span></strong></p><p><strong>HP:</strong> (<strong>17th </strong>lvl) 113 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 119</p><p><strong>HP:</strong>119</p><p><strong>Proficiency Bonus: </strong>+6</p><p><strong>Sorcery Points: </strong>16 (Normal) 2 (Metamagic Adept)</p><p> </p><p><strong>Ability Score Improvement: </strong>When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores</p><p> of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p><p> <strong> </strong>This build chooses: <strong> +2 Charisma</strong></p><p><strong></strong></p><p><strong>Strength: </strong>(10) (-1) (<strong>Skills, Saves, Carry Capacity</strong>)</p><p><strong>Dexterity: </strong>(14) (+2) (<strong>AC</strong>, <strong>Saves</strong>, <strong>Initiative</strong>)</p><p><strong>Constitution: </strong>(14) (+2) (<strong>HP</strong>, <strong>Conentration</strong>)</p><p><strong>Intelligence: </strong>(8) (-1)</p><p><strong>Wisdom: </strong>(14) (+2) (<strong>Cleric Multi-Class</strong>)</p><p><strong>Charisma: </strong>(<strong>18</strong>) (<strong>+3</strong>) (<strong>Sorcerer/Warlock </strong>Spells)</p><p> </p><p><strong>Spell Changes:</strong> This build is not changing anything:</p><p><strong> </strong></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 6 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 11</p><p><strong>Total: </strong>(11)</p><p></p><p><strong>Cantrips: </strong>(11)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> (Any </strong>you want<strong> Sorcerer/Cleric Spell list) - Sorcerer </strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>14 + (1 <strong>Divine Soul</strong>) = 15</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 15 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 26</p><p><strong>Total: </strong>(26)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(3)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)</p><p></p><p><strong>5th Level: </strong>(2)</p><p> <strong>Greater Restoration</strong> (Cure Conditions) - <strong>Sorcerer</strong></p><p><strong> Mass Cure Wounds </strong>(Mass Heal)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>6th Level: </strong>(2)</p><p> <strong>Heroes' Feast</strong> (Increase Max HP (Combine with <strong>Aid</strong> and <strong>Inspiring Leader</strong>) -<strong> Sorcerer - Divine</strong></p><p> <strong>Globe of Invulnerability</strong> (Protect the group from magic) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>7th Level: </strong>(2)</p><p> <strong>Resurrection</strong> (Hi Friends) -<strong> Sorcerer</strong></p><p><strong> Delayed Fireball</strong> (Better Fireball) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>8th Level: </strong>(1)</p><p><strong> Power Word Stun</strong> (Incapacitate a enemy) - <strong>Sorcerer</strong></p><p> </p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 17</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) - 8th (1) - 9th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest</strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 6(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p><strong><span style="font-size: 26px">Level 20:</span></strong> <strong><span style="font-size: 26px">Sorcerer - Mass Heal - Wish</span> </strong></p><p><strong>HP:</strong> (<strong>17th </strong>lvl) 119 + 4 (<strong>Avg Sorcerer</strong>) + 2 (<strong>Con</strong>) = 125</p><p><strong>HP:</strong> 125</p><p><strong>Proficiency Bonus: </strong>+6</p><p><strong>Sorcery Points: </strong>17 (Normal) 2 (Metamagic Adept)</p><p> </p><p> <strong>Metamagic: Heightened Spell: </strong>When you cast a spell that forces a creature to make a saving throw to resist its effects,</p><p> you can spend 3 <strong>Sorcery Points</strong> to give one target of the spell <strong>disadvantage</strong> on its first</p><p> saving throw made against the spell.<strong> </strong></p><p><strong></strong></p><p><strong>Spell Changes:</strong> This build is changing <strong>Mass Cure Wounds</strong> to <strong>Mass Heal</strong> and it is Learning <strong>Wish. </strong></p><p><strong></strong></p><p><strong> Mass heal: </strong>A flood of healing energy flows from you into injured creatures around you. <strong>You restore up to 700 hit points,</strong></p><p> divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell</p><p> are also cured of all diseases and any effect making them blinded or deafened.</p><p> This spell has no effect on undead or constructs.</p><p></p><p> <strong>Wish</strong>: Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord</p><p> with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements</p><p> in that spell, including costly components.</p><p></p><p> You might be able to achieve something beyond the scope of the above examples. <strong>State your wish to the DM as precisely as possible</strong>.</p><p><strong> The DM has great latitude</strong> in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong.</p><p> This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of</p><p> how you worded the wish.</p><p></p><p></p><p>It is important to remember that the <strong>Divine Soul Sorcerer</strong> gets access to the <strong>Cleric spell</strong> list. The spells are labeled by the class that chose them.</p><p></p><p><strong>Total number of Cantrips:</strong> 6 (<strong>Sorcerer</strong>) + 3 (<strong>Cleric</strong>) + 2 (<strong>Warlock</strong>) = 11</p><p><strong>Total: </strong>(11)</p><p></p><p><strong>Cantrips: </strong>(11)</p><p><strong> Chill Touch</strong> (Target can not regain HP) - <strong>Sorcerer</strong></p><p><strong> Green-Flame Blade</strong> (Extra Damage with melee weapon) - <strong>Sorcerer</strong></p><p><strong> Mage Hand </strong>(Manipulate objects from a distance)<strong> - Sorcerer</strong></p><p> <strong>Message</strong> (Communicate from a Distance) - <strong>Sorcerer</strong></p><p> <strong>Mending</strong> (Fix Broken Items) - <strong>Sorcerer</strong></p><p><strong> (Any </strong>you want<strong> Sorcerer/Cleric Spell list) - Sorcerer </strong></p><p><strong> Guidance </strong>(Buff to Ability Checks)<strong> - Cleric</strong></p><p> <strong> Resistance</strong> (Buff to Saves) - <strong>Cleric</strong> <strong> </strong></p><p><strong> Minor illusion </strong>(Visual or Audio)<strong> - Cleric</strong></p><p> <strong> Eldritch Blast</strong> (Damage) - <strong>Warlock</strong></p><p> <strong>Mind Sliver</strong> (Save De-buff (<strong>Intelligence save</strong>)) - <strong>Warlock</strong></p><p><strong></strong></p><p><strong>Racial Trait Spells: </strong>(2) (1 = 1 <strong>Cleric Domain Spell</strong>) 2 - 1 = 1</p><p><strong>Sorcerer Spells Known: </strong>15 + (1 <strong>Divine Soul</strong>) = 16</p><p><strong>Cleric Spells: </strong>2 Domain, 3 Prepared</p><p><strong>Pact Spells Known: </strong>3</p><p><strong>Fey-Touched Spells Known: </strong>2</p><p><strong>Total number of spells available to cast: </strong>1 (<strong>Racial</strong>) + 16 (<strong>Sorcerer</strong>) + 2 (<strong>Domain</strong>) + 3 (<strong>Prepared</strong>) + 3 (<strong>Pact</strong>) + 2 (<strong>Fey-Touched</strong>) = 27</p><p><strong>Total: </strong>(27)</p><p></p><p><strong>1st level: </strong>(7) (Ability to change out 3 First level <strong>Prepared Cleric Spells</strong>)</p><p><strong> Bless</strong> (<strong>Buff</strong> to Attack Rolls and Saves) -<strong> Cleric Domain</strong></p><p> <strong>Cure Wounds</strong> (Heal)(<strong>Wisdom </strong>Modifier) - <strong>Cleric Domain</strong></p><p> <strong>Detect Magic</strong> (Is there magic? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Detect Poison and Disease</strong> (Is it poisoned or diseased? <strong>Ritual</strong>) - <strong>Cleric Prepared</strong></p><p> <strong>Sanctuary</strong> (Protection <strong>Not Concentration</strong>) - <strong>Cleric Prepared </strong></p><p> <strong>Shield</strong> (+5 AC <strong>Reaction</strong>) - <strong>Sorcerer</strong></p><p> <strong>Gift of Alacrity</strong> (Initiative Buff <strong>8 Hours</strong>) - <strong>Fey-Touched</strong></p><p><strong></strong></p><p><strong>2nd level: </strong>(4)</p><p> <strong> Lesser Restoration</strong> (End Conditions) - <strong>Racial Trait</strong></p><p> <strong>Aid</strong> (Raise HP Maximum) - <strong>Sorcerer</strong></p><p> <strong> Darkness</strong> (Can see because of <strong>Devil's Sight</strong>) - <strong>Sorcerer</strong></p><p> <strong>Misty Step</strong> (Teleport) - <strong>Fey-Touched </strong></p><p><strong></strong></p><p><strong>3rd Level: </strong>(3)</p><p> <strong>Counter Spell</strong> (Nope!) -<strong> Sorcerer</strong></p><p><strong> Catnap </strong>(<strong>Short Rest</strong> in 10 minutes) or <strong>Haste </strong>(+2 <strong>AC</strong>,<strong> Extra Action</strong>, (<strong>Twin</strong>)) or <strong>Disple Magic </strong>(Dispel Magicacl effects)<strong> - Sorcerer</strong></p><p><strong></strong></p><p><strong>4th Level: </strong>(3)</p><p><strong> Banishment </strong>(Take an enemy out of the game) - <strong>Sorcerer</strong></p><p> <strong> Polymorph</strong> (Twin for maximum effect) - <strong>Sorcerer</strong></p><p><strong> Death Ward </strong>(Protection from Death<strong> 8 Hour buff (No Concentration)</strong>)</p><p></p><p><strong>5th Level: </strong>(2)</p><p> <strong>Greater Restoration</strong> (Cure Conditions) - <strong>Sorcerer </strong></p><p><strong></strong></p><p><strong>6th Level: </strong>(2)</p><p> <strong>Heroes' Feast</strong> (Increase Max HP (Combine with <strong>Aid</strong> and <strong>Inspiring Leader</strong>) -<strong> Sorcerer - Divine</strong></p><p> <strong>Globe of Invulnerability</strong> (Protect the group from magic) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>7th Level: </strong>(2)</p><p> <strong>Resurrection</strong> (Hi Friends) -<strong> Sorcerer</strong></p><p><strong> Delayed Fireball</strong> (Better Fireball) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>8th Level: </strong>(1)</p><p><strong> Power Word Stun</strong> (Incapacitate a enemy) - <strong>Sorcerer</strong></p><p><strong></strong></p><p><strong>9th Level: </strong>(2)</p><p><strong> Wish</strong> (Be careful what you wish for) - <strong>Sorcerer</strong></p><p> <strong>Mass Heal</strong> (700 HP) - <strong>Sorcerer</strong></p><p> </p><p><strong>Pact Magic Spells: </strong>(3) 1st Level (Used for replenishing <strong>Sorcery Points</strong> or niche situations)</p><p> <strong>Comprehend Languages</strong> (Comprehend Languages) - <strong>Warlock</strong></p><p> <strong> Hex </strong>(Boss Combo)<strong> - Warlock</strong></p><p><strong> Protection from Evil and Good </strong>(Niche Buff)<strong> - Warlock</strong></p><p><strong></strong></p><p><strong>Spell Casting Level:</strong> 18</p><p><strong>Spell Slots: </strong>1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) - 8th (1) - 9th (1)</p><p><strong>Pact Slots: </strong>(2) 1st Level</p><p><strong>Racial Trait: </strong>1 <strong>Cure Wounds </strong>per<strong> Long Rest - Wisdom Modifier </strong>(+2) - 1 <strong>Lesser Restoration </strong>per <strong>Long Rest </strong></p><p><strong>Fey-Touched: </strong>1<strong> Misty Step </strong>per<strong> Long Rest </strong>- 1 <strong>Gift of Alacrity </strong>per <strong>Long Rest </strong></p><p><strong>Concentration Check: </strong>(<strong>Advantage</strong>) 1d20 + 6(<strong>Proficiency</strong>) + 2 (<strong>Consitution</strong>)</p><p></p><p></p><p></p><p><strong>Total number of cantrips available to cast: </strong>11</p><p><strong>Total number of spells available to cast: </strong>27</p><p></p><p><strong>There are several spell combos utilized in this build.</strong></p><p><strong></strong></p><p><strong>Fey-Touched + Gift of Alactriy: </strong>The character will have a (+1d8<strong> bonus to Initiative rolls for 8 hours) </strong>without expending a <strong>Spell Slot. </strong>(1 per <strong>Long Rest</strong>)</p><p></p><p><strong>Hexblade's Curse + Eldritch Blast + Quicken Spell</strong></p><p><strong>Hexblade's Curse + Green-Flame Blade + Quicken Spell</strong></p><p><strong>Hexblade's Curse + Magic Missile</strong></p><p><strong>Hexblade's Curse + Scorching Ray</strong></p><p></p><p> <strong>Hexblade's Curse</strong>: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a<strong> Bonus Action</strong>,</p><p> choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends</p><p> early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:</p><p></p><p> <strong>- </strong>You gain a <strong>bonus to damage rolls</strong> against the cursed target. The bonus equals your <strong>proficiency bonus</strong>.</p><p> <strong>- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.</strong></p><p> <strong>- </strong>If the <strong>cursed target dies</strong>, you <strong>regain hit points</strong> equal to your<strong> Warlock </strong>level <strong>+</strong> your <strong>Charisma</strong> modifier (minimum of 1 hit point)</p><p> <strong> You can't use this feature again until you finish a short or long rest.</strong></p><p><strong></strong></p><p><strong>Level 13+ Boss Combo:</strong> Turn 1: (Action) <strong>Hex:</strong> +1d6 (per hit) - (Bonus Action) <strong>Hexblade's Curse </strong>+ Proficiency bonus (+5 at level13)(+6 at level 17)</p><p> Turn 2: (Action) <strong>Eldritch Blast</strong> -<strong> Quicken Spell</strong> - (Bonus Action) <strong>Eldritch Blast</strong></p><p> <strong>If all hit at Level 13-16:</strong> (Action) (3(1d10 (<strong>Eldritch</strong> <strong>Blast</strong>)) + (3(1d6 (<strong>Hex</strong>)) + (6 (<strong>Dmg Rolls</strong>) x 5 (<strong>Proficiency)</strong> = 30 (<strong>Curse Dmg</strong>))</p><p> <strong>Min</strong>: 3(1) = 3 + 3(1) = 3 + 30 = 36</p><p><strong> Max: </strong> 3(10) = 30 + 3(6) = 18 + 30 = 78<strong> </strong></p><p>(Bonus Action) (3(1d10 (<strong>Eldritch</strong> <strong>Blast</strong>)) + (3(1d6 (<strong>Hex</strong>)) + (6 (<strong>Dmg Rolls</strong>) x 5 (<strong>Proficiency)</strong> = 30 (<strong>Curse Dmg</strong>)) </p><p><strong> Min</strong>: 3(1) = 3 + 3(1) = 3 + 30 = 36</p><p><strong> Max: </strong> 3(10) = 30 + 3(6) = 18 + 30 = 78<strong> </strong></p><p><strong></strong></p><p><strong> </strong>6 Attack rolls<strong> - Min: </strong>72 <strong>Max:</strong> 166 <strong>- Criticle Range:</strong> 19-20</p><p></p><p><strong>If all hit at Level 17-20:</strong> (Action) (4(1d10 (<strong>Eldritch</strong> <strong>Blast</strong>)) + (4(1d6 (<strong>Hex</strong>)) + (8 (<strong>Dmg Rolls</strong>) x 5 (<strong>Proficiency)</strong> = 40 (<strong>Curse Dmg</strong>))</p><p> <strong>Min</strong>: 4(1) = 4 + 4(1) = 4 + 40 = 48</p><p><strong> Max: </strong> 4(10) = 40 + 4(6) = 24 + 40 = 104<strong> </strong></p><p> (Bonus Action) (4(1d10 (<strong>Eldritch</strong> <strong>Blast</strong>)) + (4(1d6 (<strong>Hex</strong>)) + (8 (<strong>Dmg Rolls</strong>) x 5 (<strong>Proficiency)</strong> = 40 (<strong>Curse Dmg</strong>)) </p><p><strong> Min</strong>: 4(1) = 4 + 4(1) = 4 + 40 = 48</p><p><strong> Max: </strong> 4(10) = 40 + 4(6) = 24 + 40 = 104</p><p></p><p> 8 Attack rolls<strong> - Min: </strong>96 <strong>Max:</strong> 208 <strong>- Criticle Range:</strong> 19-20</p><p><strong> </strong></p><p> <strong>OR - For Character Role Play as a Melee Champion</strong></p><p></p><p> Turn 2: (Action) <strong>Green-Flame Blade: Long Sword - Quicken Spell</strong> - (Bonus Action) <strong>Green-Flame Blade: Long Sword </strong></p><p> (2 Attacks) Does less Damage</p><p></p><p><strong>Twin-Spell + Heal Spells or Buff Spells: Haste is one of the best.</strong></p><p><strong>Twin-Spell + Banishment: </strong>2 creatures for 1 level 4 <strong>Spell Slot</strong>, and 4 <strong>Sorcery Points</strong></p><p><strong>Twin-Spell: </strong>When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of <strong>Sorcery Points</strong></p><p> equal to the spell's level to target a second creature in range with the same spell (1 <strong>Sorcery Point</strong> if the spell is a <strong>Cantrip</strong>).</p><p> To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, <strong>Magic Missile </strong></p><p> and <strong>Scorching ray</strong> aren't eligible, but<strong> Ray of Frost</strong> and<strong> Chromatic Orb</strong> are. (<strong>The build does a lot of buffing and healing</strong>)<strong> </strong></p><p><strong></strong></p><p><strong>Subtle-Spell + Damage Spells = </strong>Harder to Be <strong>Counter Spelled. </strong></p><p><strong>Subtle-Spell + Suggestion or Command = </strong>Easier to influence in and out of combat without being spotted.</p><p><strong>Subtle-Spell: </strong>When you cast a spell, you can spend 1<strong> Sorcery Point</strong> to cast it without any <strong>Somatic</strong> or <strong>Verbal Components</strong>.</p><p> </p><p><strong>Devil's Sight + Darkness: Devil's Sight:</strong> You can see normally in darkness, both magical and nonmagical,<strong> to a distance of 120 feet</strong>.</p><p></p><p><strong> Darkness: </strong>Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration.</p><p> The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.</p><p> If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object</p><p> and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.</p><p> If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.</p><p> </p><p><strong>Catnap + Short Rest:</strong> This build will utilize a trick to allow 3 creatures to rest twice while this character changes 2 (1st level) <strong>Pact-Magic spell slots</strong> into</p><p> 3 <strong>Sorcery Points</strong> (Similar 20th level <strong>Sorcerer</strong> feature)</p><p> </p><p> This is done<strong> Only </strong>when the group wants to take a<strong> Short Rest </strong>for <strong>Short Rest</strong> benefits.</p><p></p><p> <strong>-</strong> First the player changes <strong>Pact-Magic Spell Slots </strong>into<strong> Sorcery Points:</strong> 2 (1st level <strong>Spell Slots</strong>) gaining (4) <strong>Sorcery Points</strong>. Then the player casts <strong>Catnap</strong>,</p><p> a 10 minute short rest for up to 3 creatures, at the cost of a <strong>3rd level</strong> <strong>spell slot</strong>. (acquired at <strong>level 9)</strong></p><p> <strong>-</strong> Then the Player regains the 2 spent <strong>Pact-Magic Spell Slots.</strong></p><p> <strong>- </strong>Then the player can buy a third level <strong>Spell Slot</strong> for 5 <strong>Sorcery Points</strong>. (The build only losing 1 <strong>Sorcery Point</strong>.)</p><p> The 3 creatures that took the <strong>10 minute</strong> <strong>Catnap</strong> then can guard for the rest of the <strong>Short Rest </strong>(The build only losing 1 <strong>Sorcery Point</strong>.)</p><p></p><p> <strong>-</strong> If the <strong>DM</strong> allows the 3 players, who took the <strong>Catnap,</strong> take a <strong>second Short Rest, </strong>since the first one only took 10 minutes.</p><p> the player can then convert the 2 (1st level) <strong>Pact-Magic</strong> <strong>Spells-Slots</strong> into 4 more <strong>Sorcery Points</strong>. With that 8 total <strong>Sorcery Points </strong>are gained.</p><p> <strong>-</strong> The player then converts 5 <strong>Sorcery Points </strong>into a 3rd level <strong>Spell Slot</strong> (5 <strong>Sorcery Points</strong>)</p><p> <strong>-</strong> Ultimately gaining 3 extra <strong>Sorcery Points </strong>(much earlier than the level 20 Class Feature: <strong>Sorcerous Restoration</strong> (+4 <strong>Sorcery Points</strong> per <strong>Short Rest</strong>)</p><p> (Not game breaking if this mechanic is not abused)</p><p></p><p><strong>Mind Sliver +</strong> <strong>Banishment: Mind Sliver</strong>(Cantrip: De-buff to next save) and <strong>Banishment</strong>(Quickened) - 1 turn - 2 <strong>Sorcery Points</strong></p><p> With <strong>Quicken Spell</strong> the build can cast <strong>Mind Sliver</strong> wait to see if the de-buff works then quicken <strong>Banishment</strong> if it does.</p><p> Also the build can do <strong>Heightened Spell</strong>(Save at Disadvantage) at Level 20<strong> - Banishment </strong>- 1 turn - 3 <strong>Sorcery Points</strong></p><p><strong></strong></p><p><strong>Aid + Inspiring Leader + Heros' Feast: Aid:</strong> Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range.</p><p> <strong> Each target's hit point maximum and current hit points increase</strong> by 5 for the duration. <strong>At Higher Levels.</strong></p><p> When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an</p><p> additional 5 for each slot level above 2nd.</p><p></p><p><strong> Inspiring Leader: </strong>You can spend 10 minutes inspiring your companions, shoring up their resolve to fight.</p><p> When you do so, choose up to six friendly creatures (which can include yourself) within</p><p> 30 feet of you who can see or hear you and who can understand you. <strong>Each creature can</strong></p><p><strong> gain temporary hit points equal to your level + your Charisma modifier</strong>. <strong>A creature can't</strong></p><p><strong> gain temporary hit points from this feat again until it has finished a Short or Long Rest.</strong></p><p><strong></strong></p><p><strong> Heroes' Feast: </strong>You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears</p><p> at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.</p><p> A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune</p><p> to poison and being<strong> Frightened,</strong> and makes all Wisdom saving throws with advantage. <strong>Its hit point maximum also increases</strong> by 2d10,</p><p> and it gains the same number of hit points. <strong>These benefits last for 24 hours.</strong></p><p></p><p></p><p>Thanks for reading.</p><p></p><p>Any thoughts are welcome.</p></blockquote><p></p>
[QUOTE="Glibowick, post: 8327114, member: 7029685"] [SIZE=5]'[B]Champion[/B] of [/SIZE][B][SIZE=5]House Jorasco'[/SIZE] Divine-Sou[/B](17) -[B] Hexblade[/B](2)[B] - Life[/B](1) [B]Dragonmarked[/B](Race) - [B]House Jorasco[/B](Background) This build has [B]Good AC[/B], adds [B]Temp[/B] [B]HP[/B], raises [B]Max HP[/B],[B] Buffs[/B],[B] Heals[/B],[B] Cures Conditions,[/B] does [B]High[/B] [B]Damage,[/B] has [B]Advantage[/B] on [B]Concentration, [/B]sees in[B] Magical Darkness[/B], [B]Influences Social Situations[/B], and [B]Much More[/B]. [B]Max Cantrips Known by level 13: [/B]11 [B]Max Spells Known/Prepared/Pact/Feat/Racial at level 20: [/B]27 [B]Racial and Feat Spells/Uses without using a Spell Slot:[/B] 4 [B]Max Metamagic known at level 20: [/B]6 This build uses multiple books so this build is not Adventure League legal, just a FYI. Also this build utilizes[B] Feats[/B] so if your [B]DM [/B]does not allow [B]Feats[/B] this is not the build for you. There are several spell combos utilized in this build and they are outlined at the end of this Guide. Any thoughts are welcome. Thanks for reading. The character is a [B]Halfling Divine[/B] / [B]Arcane[/B] sources of magic: [URL='https://eberron.fandom.com/wiki/Dragonmarks'][B]Dragonmark[/B][/URL] and/or [URL='https://www.dandwiki.com/wiki/5e_Deities'][B]Deity[/B][/URL] - [B] Player's Choice[/B] -[B] Character Building Hexblade Pact: [/B]Because the [URL='https://forgottenrealms.fandom.com/wiki/Raven_Queen'][B]Raven Queen[/B][/URL] is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons along with Hexblade Warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. [B]Warlock Patron[/B]: - [B]Character Building - [/B](The character does not have to align with the patron) [B]Neutral Parton Ideas: [URL='https://forgottenrealms.fandom.com/wiki/Mask'][B]Mask[/B][/URL], [URL='https://forgottenrealms.fandom.com/wiki/Null'][B]Null[/B][/URL], [URL='https://forgottenrealms.fandom.com/wiki/Shar'][B]Shar[/B][/URL], [/B]and [URL='https://forgottenrealms.fandom.com/wiki/Raven_Queen'][B]The Raven Queen[/B][/URL][B] Doing the Point-Buy-System Strength: [/B](10) (0) ([B]Skills, Saves, Carry Capacity[/B]) [B]Dexterity: [/B](12) (+1) ([B]AC[/B], [B]Saves[/B], [B]initiative[/B]) [B]Constitution: [/B](14) (+2) ([B]HP, Concentration[/B]) [B]Intelligence: [/B](8) (-1) [B]Wisdom: [/B](13) (+1) ([B]Cleric Multi-Class[/B]) [B]Charisma: [/B](15) (+2) ([B]Sorcerer/Warlock[/B] Modifier) Strength or intelligence can be 10 for the saves and ability checks [LIST] [*]Strength over Intelligence for carry capacity, grapple, saves, and skill checks. [*]Intelligence over Strength for saves and skill checks. [/LIST] - Which ever you are more concerned about. [B][SIZE=7]Race:[B] Halfling ([/B][URL='https://eberron.fandom.com/wiki/Mark_of_Healing'][B]Mark of Healing[/B][/URL]) [/SIZE][SIZE=5]- [/SIZE][/B][SIZE=4]Ignore bonus spells in web-link - [B]only used for Character Building[/B][/SIZE] [B]Ability Scores: Dex: [/B]+2 [B] Wis: [/B]+1 [B]Strength: [/B](10) (-1) ([B]Skills, Saves, Carry Capacity[/B]) [B]Dexterity: [/B]([B]14[/B]) ([B]+2[/B]) ([B]AC[/B], [B]Saves[/B], [B]Initiative[/B]) [B]Constitution: [/B](14) (+2) ([B]HP[/B], [B]Conentration[/B]) [B]Intelligence: [/B](8) (-1) [B]Wisdom: [/B]([B]14[/B]) ([B]+2[/B]) ([B]Cleric Multi-Class[/B]) [B]Charisma: [/B](15) (+2) ([B]Sorcerer/Warlock [/B]Spells) [B]Size: [/B]Small [B]Speed: [/B]25 Feet [B]Age: [/B]20-250 [B]Alignment: [/B]Chosen during [B]Divine Soul[/B] Spell Choice [B]Size: [/B]Small [B]Lucky: [/B]When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll[B]. Brave: [/B]You have advantage on saving throws against being frightened. [B]Halfling Nimbleness: [/B]You can move through the space of any creature that is of a size larger than yours. [B]Languages:[/B] Common and Halfling [B]Medical Intuition: [/B]When you make a Wisdom (Medicine) check or an ability check using an Herbalism Kit, you can roll a d4 and add the number rolled to the ability check. [B]Healing Touch: [/B]You can cast the Cure Wounds spell with this trait. Starting at 3rd level, you can also cast Lesser Restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a Long Rest. Wisdom is your spell-casting ability for these spells. [B]Spells of the Mark: [/B]The build wants access to the[B] Aura of Vitality [/B]spell If you have the [B]Spellcasting[/B] or the [B]Pact Magic[/B] class feature, the spells on the [B]Mark of Healing[/B] Spells table are added to the spell list of your spell casting class. [TABLE] [TR] [TD]Mark of Healing Spells [TABLE] [TR] [TH]Spell Level[/TH] [TH]Spells[/TH] [/TR] [TR] [TD]1st[/TD] [TD]Cure wounds, Healing Word[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]Lesser Restoration, Prayer of Healing[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]Aura of Vitality, Mass Healing Word[/TD] [/TR] [TR] [TD]4th[/TD] [TD]Aura of Purity, Aura of Life[/TD] [/TR] [TR] [TD]5th[/TD] [TD]Greater Restoration[/TD] [/TR] [/TABLE][/TD] [/TR] [TR] [TD][HR][/HR][/TD] [/TR] [/TABLE] The background goes perfectly with the race. [B][SIZE=7]Background: House Agent - [/SIZE][/B][URL='https://eberron.fandom.com/wiki/House_Jorasco'][B][SIZE=7]House Jorasco[/SIZE][/B][/URL] [B]Skill Proficiency:[/B] [B]Investigation, Persuasion Tool Proficiency[/B]: Two proficiencies from the [B]House Tool[/B] proficiencies table [B]Equipment[/B] A set of [B]Fine Clothes, House Signet Ring, Identification Papers, [/B]and a[B] Purse Containing [/B]20[B] GP[/B]. [B]House Tool Proficiencies: [/B][URL='https://eberron.fandom.com/wiki/House_Jorasco'][B]Jorasco[/B][/URL][B]: Alchemist's Supplies[/B] and[B] Herbalism Kit.[/B] (Best tools in the game for this build) The Character now can brew [B]Potions of Healing, Anti-Toxin, Alchemist's Fire, Acid,[/B] and [B]Oil[/B]. This build chooses[URL='https://eberron.fandom.com/wiki/House_Jorasco'] [B]Jorasco[/B][/URL] for proficiency in the [B]Alchemist Supplies[/B] and the [B]Herbalism Kit[/B], [B]House Jorasco: [/B]Is a[B] Halfling [/B][URL='https://eberron.fandom.com/wiki/Dragonmarks'][B]Dragonmarked[/B][/URL] house throughout[B] [URL='https://eberron.fandom.com/wiki/Khorvaire']Khorvaire[/URL],[/B] although their house enclave is located in[B] [URL='https://eberron.fandom.com/wiki/Karrnath']Karrnath[/URL],[/B] the mark originated among the nomadic tribes on [B][URL='https://eberron.fandom.com/wiki/The_Talenta_Plains']the Talenta Plains[/URL].[/B] The [B][URL='https://eberron.fandom.com/wiki/Healers_Guild']Healers Guild[/URL][/B] is the premiere service of [URL='https://eberron.fandom.com/wiki/House_Jorasco'][B]House Jorasco[/B][/URL]. They provide both mundane and magical healing for those who can afford it at their hospitals and healing enclaves throughout [URL='https://eberron.fandom.com/wiki/Khorvaire'][B]Khorvaire[/B][/URL][B].[/B] Members of the guild include herbalists, alchemists, physicians, as well as some clerics and adepts to the [B][URL='https://eberron.fandom.com/wiki/Sovereign_Host'][B]Sovereign Host[/B][/URL][/B] and [B][URL='https://eberron.fandom.com/wiki/Silver_Flame']Silver Flame[/URL].[/B] This character now has a structured history that a player can build/change/elaborate on and the chooses start to coalesce. Armor is bought at 1st level and is lugged around until 2nd level. [B]Armor: Hide[/B] 12 +[B] Dex[/B] (Max of 2) - No need for Mage Armor anymore ([B]Scale mail/Breastplate/Half-Plate[/B] is bought later) [B]Shield[/B] +2 [B]AC[/B] ([B]Donning[/B] and [B]Doffing[/B] a [B]Shield[/B] is 1 [B]Action[/B]. (Dropping is part of a move action) [B]Spell Casting Weapons: Crystal[/B] (To Cast) [B]Holy symbol [/B](To Cast)[B] Component Pouch[/B] In case the [B]Crystal[/B] is lost. (Store other components) [B]Melee Weapons: Long Sword[/B] ([B]Versitile[/B]) - Can buy/use at level 3 - You might get into a situation where you can not use magic. (Also allows the player to [B]impose[/B] [B]Flanking[/B]) [B]Item:[/B] [B]Healing Kits[/B] (Don't need [B]Spare the Dying[/B])[B] +[/B] [B]Medicine[/B] Skill [B]+ Medical Intuition: [/B]When you make a Wisdom (Medicine) check or an ability check using an [B]Herbalism Kit[/B], you can roll a d4 and add the number rolled to the ability check. This build will use [B]Torches[/B] to see in the dark for the[B] first 3 levels[/B] then will be able to see in both magic and non-magic darkness. The build goes into[B] Sorcere[/B]r for the first level because of the [B]Constitution Save - Important For Concentration[/B] The build takes average for health so the build can be copied. [SIZE=7][B]Level 1: Sorcerer - Divine Soul[/B][/SIZE] [B]HP:[/B] ([B]Max at 1st[/B]) 1d6 + 2 ([B]Con[/B]) = 8 [B]HP:[/B] 8 [B]Proficiency Bonus: [/B]+2 [B]AC:[/B] [B]Base [/B](10) + [B]Dex [/B](2) = [B]AC [/B](12) If casting the [B]Shield Spell[/B]: [B]Base[/B] (10) + [B]Dex [/B](2) + [B]Shield Spell [/B](5) = [B]AC[/B] (17) [HEADING=3][SIZE=4][B]Proficiencies - Armor: ([/B]None[B]) Weapons: [/B](Daggers, Darts, Slings, Quarterstaff, Light Crossbows)[/SIZE][B] [SIZE=4]Tools:[/SIZE][/B] [B][SIZE=4]None[/SIZE][/B][/HEADING] [B]Saving Throws:[/B] [B]Constitution[/B] - [B]Charisma Skills:[/B] Choose 2 from: [B]Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.[/B] The build chooses: [B]Deception, Insight[/B] [B]Skills: Medicine, Investigation, Persuasion, Deception and Insight[/B] As a first level [B]Sorcerer[/B] the build gets: [B]Spellcasting[/B], [B]Sorcerer Origin[/B]: [B]Divine Soul[/B] These are the basic features of the class. [B]Origin feature: Divine Soul:[/B] Sometimes the spark of magic that fuels a [B]Sorcerer[/B] comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. (Flavor: This could be from the [URL='https://eberron.fandom.com/wiki/Dragonmarks'][B]Dragonmark[/B][/URL] or a [URL='https://www.enworld.org/www.dandwiki.com/wiki/5e_Deities'][B]Deity[/B][/URL] or both) [B]Divine Magic: Your link to the divine allows you to learn spells from the cleric class.[/B] When your [B]Spellcasting Feature[/B] lets you [B]learn or replace[/B] a [B]Sorcerer Cantrip[/B] or a [B]Sorcerer Spell[/B] of 1st level or higher, you can choose the new spell from the [B]Cleric Spell List[/B] or the [B]Sorcerer Spell List[/B]. You must otherwise obey all the restrictions for selecting the spell, and [B]it becomes a Sorcerer Spell for you.[/B] In addition, choose an affinity for the source of your divine power: good, evil, law, [B]chaos[/B], or neutrality. [B]You learn an additional spell based on that affinity,[/B] as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. [B]If you later replace this spell, you must replace it with a spell from the cleric spell list. [/B](This build will later change [B]Bane[/B] to [B]Healing Word [/B]to [B]Aura of Vitality [/B]to [B]Heroes' Feast[/B]) [TABLE] [TR] [TH]Affinity[/TH] [TH]Spell[/TH] [/TR] [TR] [TD]Good[/TD] [TD]Cure Wounds[/TD] [/TR] [TR] [TD]Evil[/TD] [TD]Inflict Wounds[/TD] [/TR] [TR] [TD]Law[/TD] [TD]Bless[/TD] [/TR] [TR] [TD][B]Chaos[/B][/TD] [TD][B]Bane[/B][/TD] [/TR] [TR] [TD]Neutrality[/TD] [TD]Protection from Evil and Good[/TD] [/TR] [/TABLE] This build chooses [B]Chaos[/B] gaining the Spell: [B]Bane[/B] It will get[B] Cure wounds [/B]from its [B]Racial Trait[/B] and as a [B]Domain Spell[/B] from[B] Life Cleric[/B]. It will also get [B]Bless[/B] as a [B]Domain[/B] Spells from[B] Life Cleric[/B]. It will also get [B]Protection from Evil and Good [/B]from [B]Warlock. Favored by the Gods: Starting at 1st level,[/B] divine power guards your destiny.[B] If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total[/B], [B]possibly changing the outcome.[/B] Once you use this feature, you can't use it again until you finish a [B]Short[/B] or[B] Long Rest. Spell casting:[/B] An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. (Flavor: This could be from the[B] [URL='https://eberron.fandom.com/wiki/Dragonmarks']Dragonmark[/URL][/B] or [URL='https://www.enworld.org/www.dandwiki.com/wiki/5e_Deities'][B]Deity[/B][/URL] or both) [B]Racial Trait: Healing Touch: [/B]You can cast the [B]Cure Wounds[/B] spell with this trait. [B]Starting at 3rd level,[/B] you can also cast [B]Lesser Restoration[/B] with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a [B]Long Rest[/B]. [B] Wisdom[/B] is your spellcasting ability for these spells. (The build can now cast [B]Cure Wounds [/B]and [B]Lesser Restoration[/B] without using a [B]Spell Slot[/B]) It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 4 ([B]Sorcerer[/B]) = 4 [B]Total: [/B](4) [B]Cantrips: [/B](4) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer[/B] [B]Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Racial Trait Spells: [/B]1 [B]Sorcerer Spells Known: [/B]2 + 1 ([B]Divine Soul[/B]) = 3 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 3 ([B]Sorcerer[/B]) = 4 [B]Total: [/B](4) [B]1st level: [/B](4) [B] Bane [/B](De-Buff) [B]- Sorcerer - Divine Soul Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Racial Trait[/B] - 1 per [B]Long Rest[/B] [B] Magic Missile[/B] (Automatic Hit) - [B]Sorcerer[/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer Spell Casting Level:[/B] 1 [B]Spell Slots: [/B]1st (2) [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom [/B]modifier (+2) [B]Concentration Check: [/B]1d20 + 2([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [SIZE=7][B]Level 2: Cleric - Life Domain[/B][/SIZE] Requirements for [B]Cleric:[/B] [B]Wisdom[/B] 13 ✔️ [B]HP:[/B] ([B]1st[/B] lvl) 8 + 5 ([B]Avg Cleric[/B]) + 2 ([B]Con[/B]) = 15 [B]HP:[/B] 15 [B]Proficiency Bonus: [/B]+2 [B]AC:[/B] [B]Base[/B](10) + [B]Dex[/B](2) = [B]AC[/B](12) If wearing[B] Hide[/B] armor or only holding the [B]Shield[/B]: [B]Base[/B](12) + [B]Dex[/B](2) = [B]AC[/B](14) or [B]Base[/B](10) + [B]Dex[/B](2) + [B]Shield[/B](2) = [B]AC[/B](14) If wearing [B]Hide [/B]armor and holding a [B]Shield: Base[/B](12) + [B]Dex[/B](2) + [B]Shield[/B](2) = [B]AC[/B](16) If wearing [B]Hide [/B]armor and casting [B]Shield[/B] [B]Spell[/B]: [B]Base[/B](12) + [B]Dex[/B](2) + [B]Shield Spell[/B](5) = [B]AC[/B](19) If wearing [B]Hide [/B]armor and holding a[B] Shield [/B]and casting the [B]Shield[/B] [B]Spell[/B]: [B]Base[/B](12) + [B]Dex[/B](2) + [B]Shield[/B](2) + [B]Shield Spell[/B](5) = [B]AC[/B](21) [B]Proficiencies:[/B] Light armor, Medium armor, Shields - [B]No Need For Mage Armor Spell casting [/B](Considered full caster in terms of multi-classing) [B]Ritual Casting [/B](Important for 2 spells that are normally prepared) [B]Divine Domain: Life Life Domain Spells:[/B] [B]Bless, Cure wounds Bonus Proficiency: [/B]When you choose this domain at 1st level, [B]you gain proficiency with heavy armor.[/B] (The build is not strong enough but medium armor is perfect because of that +2 [B]Dex[/B]) At least the choice of being able to wear heavy armor in case the character gets some item or spell effect increasing [B]Strength. Disciple of Life: [/B]Also starting at 1st level, your healing spells are more effective.[B] Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Cure Wounds[/B] now does: 1d8+ 2([B]Wisdom[/B] modifier) + 3 ([B]Disciple of Life[/B] (2+spell level)) = 1d8+2+3 = [B]Min:[/B] 6 [B]Max[/B]: 13 [B]Added Cantrips: [/B](3) [B]Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B]Guidance[/B] (Buff to Ability Checks) - [B]Cleric Minor illusion [/B](Visual or Audio)[B] - Cleric Spells Known: [/B]([B]Life Cleric[/B]) [B]Domain Spells:[/B] [B]Bless[/B] and [B]Cure Wounds[/B] always prepared as [B]Domain Spells[/B]. [B]Prepared Spells:[/B] The build can choose 1 + 2 ([B]Wisdom[/B] modifier) = 3 spells to prepare which are usually: [B]Detect Magic[/B] (Is there magic? It is also a [B]Ritual, [/B]10 minute cast without using a [B]Spell Slot[/B]) [B]Detect Poison and Disease[/B] (Is there poison or disease? It is also a [B]Ritual[/B], 10 minute cast without using a [B]Spell Slot[/B]) [B]Sanctuary[/B] (Protection[B] Not Concentration[/B]) [B]OR:[/B] [B]Detect Evil and Good [/B](Just in case) It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 4 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) = 7 [B]Total: [/B](7) [B]Cantrips: [/B](7) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric Racial Trait Spells: [/B](1 = 1 [B]Cleric Domain Spell[/B]) 1 - 1 = 0 [B]Sorcerer Spells Known: [/B]2 + 1 ([B]Divine Soul[/B]) = 3 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Total number of spells available to cast: [/B]0 ([B]Racial[/B]) + 3 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) = 8 [B]Total: [/B](8) [B]1st level: [/B](8) (Ability to change out 3 first level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared Bane [/B](De-Buff)[B] - Sorcerer - Divine Soul[/B] [B]Magic Missile[/B] (Automatic Hit) -[B] Sorcerer[/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer Spell Casting Level:[/B] 2 [B]Spell Slots: [/B]1st (3) [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) [B]Concentration Check: [/B]1d20 + 2([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=7]Level 3:[/SIZE][/B] [B][SIZE=7]Warlock - [B]Hexblade [/B][/SIZE][/B] Requirements for [B]Warlock:[/B] [B]Charisma[/B] 13 ✔️ [B]HP:[/B] ([B]2nd[/B] lvl) 15 + 5 ([B]Avg Warlock[/B]) + 2 ([B]Con[/B]) = 15 [B]HP:[/B] 22 [B]Proficiency Bonus: [/B]+2 [B]AC: [/B]Check Level 2 [B]Pact Magic[/B] does not combine with the [B]Spellcaster[/B] feature, so [B]Warlock[/B] levels do not count toward [B]Spell Caster Level.[/B] The build Benefits from:[B] Eldritch blast[/B] (Unlimited Power!!!) [B] Hexblade's Curse[/B]: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a[B] Bonus Action[/B], choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: [B]- [/B]You gain a [B]bonus to damage rolls[/B] against the cursed target. The bonus equals your [B]proficiency bonus[/B]. [B]- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.[/B] [B]- [/B]If the [B]cursed target dies[/B], you [B]regain hit points[/B] equal to your[B] Warlock [/B]level [B]+[/B] your [B]Charisma[/B] modifier (minimum of 1 hit point) [B] You can't use this feature again until you finish a short or long rest. Hex Warrior: [/B]At 1st level, you acquire the training necessary to effectively arm yourself for battle.[B] You gain proficiency[/B] with medium armor, shields, and [B]martial weapons[/B]. [B]The influence of your patron also allows you to mystically channel your will through a particular weapon. [/B] Whenever you finish a[B] Long Rest[/B], you can touch one weapon that you are proficient with and [B]that lacks the two-handed property. [/B] When you [B]attack[/B] with that weapon, you can[B] use[/B] your [B]Charisma[/B] modifier, [B]instead of Strength or Dexterity[/B], for the [B]attack and damage rolls[/B]. This benefit lasts until you finish a [B]Long Rest[/B]. [B]Cantrips: [/B]2 More [B]Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff) - [B]Warlock Pact Magic Spells: [/B]1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Racial Trait: Healing Touch: [/B]You can cast the [B]Cure Wounds[/B] spell with this trait. [B]Starting at 3rd level[/B], you can also cast [B]Lesser Restoration[/B] with it. [B]Once you cast either spell with this trait, you can't cast that spell with it again until you finish a Long Rest. Wisdom[/B] is your spellcasting ability for these spells. (The build can now cast [B]Cure Wounds [/B]and [B]Lesser Restoration[/B] without using a [B]Spell Slot[/B]) [B]Spell Changes: Added: Lesser Restoration: [/B]You touch a creature and can end either one disease or one condition afflicting it. The condition can be [B]Blinded, Deafened, Paralyzed, [/B]or[B] Poisoned.[/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 4 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 9 [B]Total: [/B](9) [B]Cantrips: [/B](9) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]2 + 1 ([B]Divine Soul[/B]) = 3 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 3 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 2 ([B]Pact[/B]) = 11 [B]Total: [/B](11) [B]1st level: [/B](8) (Ability to change out 3 first level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared Bane [/B](De-Buff)[B] - Sorcerer - Divine Soul[/B] [B]Magic Missile[/B] (Automatic Hit) -[B] Sorcerer[/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer 2nd level: [/B](1) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait Pact Magic Spells: [/B](2) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B]Hex[/B] (Boss Combo) - [B]Warlock Spell Casting Level:[/B] 2 [B]Spell Slots: [/B]1st (3) [B]Pact Slots: [/B](1) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) 1 [B]Lesser Restoration [/B]per [B]Long Rest Concentration Check: [/B]1d20 + 2([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) The character should have enough to purchase [B]Scale mail[/B] or a [B]Chain Shirt[/B] by now. [B][SIZE=7]Level 4:[/SIZE][/B] [B][SIZE=7]Warlock - Invocations[/SIZE] HP:[/B] ([B]3rd [/B]lvl) 22 + 5 ([B]Avg[/B] [B]Warlock[/B]) + 2 ([B]Con[/B]) = 29 [B]HP:[/B] 29 [B]Proficiency Bonus: [/B]+2 [B]AC:[/B] [B]Base[/B](10) + [B]Dex[/B](2) = [B]AC[/B](12) If only holding the [B]Shield[/B]: [B]Base[/B](10) + [B]Dex[/B](2) + [B]Shield[/B](2) = [B]AC[/B](14) If wearing[B] Chain Shirt[/B] armor: [B]Base[/B](13) + [B]Dex[/B](2) = [B]AC[/B](15) If wearing[B] Chain Shirt[/B] armor and holding a [B]Shield: Base[/B](13) + [B]Dex[/B](2) + [B]Shield[/B](2) = [B]AC[/B](17) If wearing[B] Chain Shirt[/B] armor and casting [B]Shield[/B] [B]Spell[/B]: [B]Base[/B](13) + [B]Dex[/B](2) + [B]Shield Spell[/B](5) = [B]AC[/B](20) If wearing[B] Chain Shirt[/B] armor and holding a[B] Shield [/B]and casting the [B]Shield[/B] [B]Spell[/B]: [B]Base[/B](13) + [B]Dex[/B](2) + [B]Shield[/B](2) + [B]Shield Spell[/B](5) = [B]AC[/B](22) If wearing [B]Scale Mail [/B]armor instead of [B]Chain Shirt: AC[/B](12) or [B]AC[/B](14) or [B]AC[/B](16) [B]AC[/B](18) or [B]AC[/B](21) or [B]AC[/B](23) [B]-[/B] [B]Disadvantage [/B]on [B]Stealth Checks Eldritch Invocations: [/B](2) [B] Eldritch Mind[/B] ([B]Advantage on Concentration[/B]) [B] Devil's Sight[/B] (Can see in [B]Darkness[/B]) - You can see normally in darkness, both magical and nonmagical, [B]to a distance of 120 feet. Spell Added: Protection from Evil and Good[/B] (Niche Buff) - [B]Warlock[/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 4 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 9 [B]Total: [/B](9) [B]Cantrips: [/B](9) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]2 + 1 ([B]Divine Soul[/B]) = 3 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 3 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) = 12 [B]Total: [/B](12) [B]1st level: [/B](8)(Ability to change out 3 first level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared Bane [/B](De-Buff)[B] - Sorcerer - Divine Soul[/B] [B]Magic Missile[/B] (Automatic Hit) -[B] Sorcerer[/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer 2nd level: [/B](1) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 2 [B]Spell Slots: [/B]1st (3) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) 1 [B]Lesser Restoration [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 2([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [SIZE=7][B]Level 5:[/B] [B]Sorcerer - Flexible Casting[/B][/SIZE] [B]HP:[/B] ([B]4th [/B]lvl) 29 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 35 [B]HP:[/B] 35 [B]Proficiency Bonus: [/B]+3 [B]AC: [/B]Check Level 4 [B]Font of Magic[/B]: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by[B] Sorcery Points[/B], which allow you to create a variety of magical effects. [B]Sorcery Points:[/B] 2 [B]Flexible Casting:[/B] You can use your [B]Sorcery Points[/B] to gain additional [B]Spell Slots[/B], or sacrifice [B]Spell Slots[/B] to gain additional [B]Sorcery Points[/B]. You learn other ways to use your [B]Sorcery Points[/B] as you reach higher levels. [B]Creating Spell Slots:[/B] You can transform un-expended [B]Sorcery Points[/B] into [B]one Spell Slot[/B] [B]as a Bonus Action on your turn[/B]. The created [B]Spell Slots[/B] vanish at the end of a [B]Long Rest[/B]. The[B] Creating Spell Slots[/B] table shows the cost of creating a [B]Spell Slot[/B] of a given level. [B]You can create Spell Slots no higher in level than 5th. Creating Spell Slots[/B] 1st - 2 2nd - 3 3rd - 5 4th - 6 5th - 7 [B]Converting a Spell Slot to Sorcery Points:[/B] As a[B] Bonus Action[/B] on your turn, you can expend one [B]Spell Slot[/B] and gain a number of[B] Sorcery Points [/B]equal to the slot's level. [B]Sorcery Points[/B] are important for [B]Metamagic [/B]features - Level 5 [B]Sorcery Points: [/B]2 [B]Spell Changes:[/B] As a [B]Sorcerer[/B] the build learns 1 spell also gets to change 1 spell. The build changes the spell [B]Bane[/B](Divine Soul) into [B]Healing Word[/B](Divine Soul) and learns the [B]Command [/B]Spell. It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 4 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 9 [B]Total: [/B](9) [B]Cantrips: [/B](9) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]3 + 1 ([B]Divine Soul[/B]) = 4 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 4 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) = 13 [B]Total: [/B](13) [B]1st level: [/B](9) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared Healing Word [/B](Heal at a Distance)[B] - Sorcerer - Divine [/B] [B]Magic Missile[/B] (Automatic Hit) -[B] Sorcerer[/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer Command [/B](Influence)[B] - Sorcerer 2nd level: [/B](1) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B]Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 3 [B]Spell Slots: [/B]1st (4) - 2nd (2) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) 1 [B]Lesser Restoration [/B]per [B]Long Rest [/B] [B]Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 3([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) The Character should afford by [B]Breastplate[/B] now [B][SIZE=7]Level 6:[/SIZE][/B] [B][SIZE=7]Sorcerer - Meta Magic - Twin - Subtle[/SIZE] HP:[/B] ([B]5th [/B]lvl) 35 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 41 [B]HP:[/B] 41 [B]Proficiency Bonus: [/B]+3 [B]Sorcery Points: [/B]3 [B]AC:[/B] [B]Base[/B](10) + [B]Dex[/B](2) = [B]AC[/B](12) If only holding the [B]Shield[/B]: [B]Base[/B](10) + [B]Dex[/B](2) + [B]Shield[/B](2) = [B]AC[/B](14) If wearing[B] Breastplate[/B] Armor: [B]Base[/B](14) + [B]Dex[/B](2) = [B]AC[/B](16) If wearing[B] Breastplate[/B] Armor and Holding a [B]Shield: Base[/B](14) + [B]Dex[/B](2) + [B]Shield[/B](2) = [B]AC[/B](18) If wearing[B] Breastplate[/B] Armor and casting [B]Shield[/B] [B]Spell[/B]: [B]Base[/B](14) + [B]Dex[/B](2) + [B]Shield Spell[/B](5) = [B]AC[/B](21) If wearing[B] Breastplate[/B] Armor and Holding a[B] Shield [/B]and casting the [B]Shield[/B] [B]Spell[/B]: [B]Base[/B](14) + [B]Dex[/B](2) + [B]Shield[/B](2) + [B]Shield Spell[/B](5) = [B]AC[/B](23) [B]MetaMagic: Twin-Spell: [/B]When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of [B]Sorcery Points[/B] equal to the spell's level to target a second creature in range with the same spell. (1 [B]Sorcery Point [/B]if the spell is a [B]Cantrip)[/B] To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, [B]Magic Missile[/B] and [B]Scorching Ray[/B] aren't eligible, but [B]Ray of Frost[/B] and Chromatic Orb are. ([B]The build does a lot of buffing and healing[/B])[B] Subtle-Spell: [/B]When you cast a spell, you can spend 1 [B]Sorcery Point[/B] [B]to cast it without any somatic or verbal components[/B]. ([B]Harder to counter, Stealthy Casting, [/B]and can[B] cast while holding a Shield[/B]) With [B]Twin Spell[/B] healing capabilities Double. Now [B]Twin Cure Wounds [/B]can be cast as a 2nd level spell. [B]Costs: [/B]1 (1st level spell) 1 (Sorcery Point) 2(1d8+2(Wis)+3(Life)) or (1d8+2(Wis)+3(Life))+(1d8+2(Wis)+3(Life)) Min = 14 max = 26 [B]Second Level[/B] 2(2d8+2(Wis)+4(Life)) or (2d8+2(Wis)+4(Life))+(2d8+2(Wis)+4(Life)) Min = 16 Max = 44 The build can also [B]Twin [/B]cast[B] Healing Word [/B]as a 2nd level spell. That is done at a 30 foot distance and is only verbal. (Can cast this while holding a shield.) [B]Costs: [/B]1 (1st level spell) 1 (Sorcery Point) 2(1d4+2(Cha)+3(Life)) or (1d4+2(Cha)+3(Life))+(1d4+2(Cha)+3(Life)) Min = 14 max = 18 [B]Second Level[/B] 2(2d4+2(Cha)+4(Life)) or (2d4+2(Cha)+4(Life))+(2d4+2(Cha)+4(Life)) Min = 16 Max = 28 [B]Spell Changes:[/B] As a [B]Sorcerer[/B] the build gets 1 more spell also the build gets to change 1 spell. The build changes the spell [B]Command [/B]into one of these and then learns the other. [B] Darkness: Magical darkness[/B] spreads from a point you choose within range to fill a [B]15-foot-radius[/B] sphere for the duration. The darkness spreads around corners. [B]A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.[/B] If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. [B]Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.[/B] [B]If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Aid:[/B] Your spell bolsters your allies with toughness and resolve. [B]Choose up to three creatures[/B] within range. Each target's [B]hit point maximum[/B] and [B]current hit points[/B] [B]increase[/B] by [B]5[/B] for the duration. [B]At Higher Levels.[/B] When you cast this spell using a [B]Spell Slot[/B] of 3rd level or higher, a target's [B]hit points increase by an additional 5 for each slot level above 2nd.[/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 4 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 9 [B]Total: [/B](9) [B]Cantrips: [/B](9) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]4 + 1 ([B]Divine Soul[/B]) = 5 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 5 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) = 14 [B]Total: [/B](14) [B]1st level: [/B](8) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared Healing Word [/B](Heal at a Distance)[B] - Sorcerer - Divine [/B] [B]Magic Missile[/B] (Automatic Hit) -[B] Sorcerer[/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer 2nd level: [/B](3) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 4 [B]Spell Slots: [/B]1st (4) - 2nd (3) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) 1 [B]Lesser Restoration [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 3([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [SIZE=7][B]Level 7:[/B] [B]Sorcerer - Fey-Touched[/B][/SIZE] [B]HP:[/B] ([B]6th [/B]lvl) 41 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 47 [B]HP:[/B] 47 [B]AC: Breastplate: [/B]14 or 16 ([B]Shield[/B]) - Combined with the [B]Shield[/B] [B]Spell[/B] - 18 or 20 ([B]Shield[/B]) [B]Proficiency Bonus: [/B]+3 [B]Sorcery Points: [/B]4 [B]AC: [/B]Check Level 6 [B]Ability Score Improvement: [/B]When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your [B]DM [/B]allows the use of feats, you may instead take a [B]Feat[/B]. [B]Feat:[/B] [B]Fey-Touched[/B]: Your exposure to the Feywild's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or [B]Charisma[/B] by 1, to a maximum of 20. [B] - [/B]You learn the[B] Misty Step spell [/B]and[B] one 1st-level spell [/B]of your choice ([B]Gift of Alacrity[/B])[B] The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot.[/B] Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a [B]Long Rest[/B]. [B] - You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. [/B](The build chooses to add[B] +1 [/B]to[B] Charisma[/B]) [B]Strength: [/B](10) (-1) ([B]Skills, Saves, Carry Capacity[/B]) [B]Dexterity: [/B](14) (+2) ([B]AC[/B], [B]Saves[/B], [B]Initiative[/B]) [B]Constitution: [/B](14) (+2) ([B]HP[/B], [B]Conentration[/B]) [B]Intelligence: [/B](8) (-1) [B]Wisdom: [/B](14) (+2) ([B]Cleric Multi-Class[/B]) [B]Charisma: [/B]([B]16[/B]) ([B]+3[/B]) ([B]Sorcerer/Warlock [/B]Spells) [B]Spell Changes: [/B]The Build is changing[B] Magic Missile [/B]into[B] Scorching Ray [/B]and learning [B]Suggestion Added: Misty Step [/B](2nd level teleportation spell) [B]Gift of Alacrity [/B](1d8 Buff for Initiative rolls[B] 8 hours No Concentration[/B]) [B]Added: Sorcerer Cantrip: Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 5 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 10 [B]Total: [/B](10) [B]Cantrips: [/B](10) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]5 + (1 [B]Divine Soul[/B]) = 6 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 6 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 17 [B]Total: [/B](17) [B]1st level: [/B](8) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared Healing Word [/B](Heal at a Distance)[B] - Sorcerer - Divine [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](6) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Suggestion[/B] (Influence Social Situations [B]Subtle Spell[/B]) - [B]Sorcerer[/B] [B]Scorching Ray[/B] (Damage) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B]Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 5 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (2) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 3([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) The Character Should afford [B]Half-Plate[/B] Now [B][SIZE=7]Level 8:[/SIZE][/B] [B][SIZE=7]Sorcerer - Fireball - Counter Spell[/SIZE] HP:[/B] ([B]7th [/B]lvl) 47 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 53 [B]HP:[/B] 53 [B]Proficiency Bonus: [/B]+3 [B]Sorcery Points: [/B]5 [B]AC:[/B] [B]Base[/B](10) + [B]Dex[/B](2) = [B]AC[/B](12) If only holding the [B]Shield[/B]: [B]Base[/B](10) + [B]Dex[/B](2) + [B]Shield[/B](2) = [B]AC[/B](14) If wearing[B] Half Plate[/B] Armor: [B]Base[/B](15) + [B]Dex[/B](2) = [B]AC[/B](17) If wearing[B] Half Plate[/B] Armor and Holding a [B]Shield: Base[/B](15) + [B]Dex[/B](2) + [B]Shield[/B](2) = [B]AC[/B](19) If wearing[B] Half Plate[/B] Armor and casting [B]Shield[/B] [B]Spell[/B]: [B]Base[/B](15) + [B]Dex[/B](2) + [B]Shield Spell[/B](5) = [B]AC[/B](22) If wearing[B] Half Plate[/B] Armor and Holding a[B] Shield [/B]and casting the [B]Shield[/B] [B]Spell[/B]: [B]Base[/B](15) + [B]Dex[/B](2) + [B]Shield[/B](2) + [B]Shield Spell[/B](5) = [B]AC[/B](24) [B]Spell Changes: [/B]The Build is changing[B] Scorching Ray [/B]into[B] Fireball [/B]and learning[B] Counter Spell[/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 5 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 10 [B]Total: [/B](10) [B]Cantrips: [/B](10) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]6 + (1 [B]Divine Soul[/B]) = 7 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 7 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 18 [B]Total: [/B](18) [B]1st level: [/B](8) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared Healing Word [/B](Heal at a Distance)[B] - Sorcerer - Divine [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](5) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Suggestion[/B] (Influence Social Situations [B]Subtle Spell[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](2) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer[/B] [B]Fireball[/B] (FIREBALL!!!!!!) - [B]Sorcerer Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 6 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 3([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=7]Level 9:[/SIZE][/B] [B][SIZE=7]Sorcerer - Empowered Healing - Catnap or Haste or Dispel Magic[/SIZE] HP:[/B] ([B]8th [/B]lvl) 53 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 59 [B]HP:[/B] 59 [B]Proficiency Bonus: [/B]+4 [B]Sorcery Points: [/B]6 [B]AC: [/B]Check Level 6 [B]Empowered Healing: [/B]Starting at 6th level, the divine energy coursing through you can[B] Empower Healing[/B] spells. [B]Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores[/B], you can spend 1 [B]Sorcery Point[/B] to [B]re-roll any number of those dice once[/B], provided, [B]you aren't incapacitated[/B]. You can use this feature only [B]once per turn[/B]. [B]Spell Changes:[/B] The Build is changing[B] Healing Word[/B](Divine Soul) into[B] Aura of Vitality[/B](Divine Soul) and learning[B] Catnap Catnap + Short Rest:[/B] This build will utilize a trick to allow 3 creatures to rest twice while this character changes 2 (1st level) [B]Pact-Magic spell slots[/B] into 3 [B]Sorcery Points[/B] (Similar 20th level [B]Sorcerer[/B] feature) This is done[B] Only [/B]when the group wants to take a[B] Short Rest [/B]for [B]Short Rest[/B] benefits. [B]-[/B] First the player changes [B]Pact-Magic Spell Slots [/B]into[B] Sorcery Points:[/B] 2 (1st level [B]Spell Slots[/B]) gaining (4) [B]Sorcery Points[/B]. Then the player casts [B]Catnap[/B], a 10 minute short rest for up to 3 creatures, at the cost of a [B]3rd level[/B] [B]spell slot[/B]. (acquired at [B]level 9)[/B] [B]-[/B] Then the Player regains the 2 spent [B]Pact-Magic Spell Slots.[/B] [B]- [/B]Then the player can buy a third level spell slot for 5 Sorcery Point. (The build only losing 1 [B]Sorcery Point[/B].) The 3 creatures that took the [B]10 minute[/B] [B]Catnap[/B] then can guard for the rest of the [B]Short Rest [/B](The build only losing 1 [B]Sorcery Point[/B].) [B]-[/B] If the [B]DM[/B] allows the 3 players, who took the [B]Catnap,[/B] take a [B]second Short Rest, [/B]since the first one only took 10 minutes. the player can then convert the 2 (1st level) [B]Pact-Magic[/B] [B]Spells-Slots[/B] into 4 more [B]Sorcery Points[/B]. With that 8 total [B]Sorcery Points [/B]are gained. [B]-[/B] The player then converts 5 [B]Sorcery Points [/B]into a 3rd level [B]Spell Slot[/B] (5 [B]Sorcery Points[/B]) [B]-[/B] Ultimately gaining 3 extra [B]Sorcery Points [/B](much earlier than the level 20 Class Feature: [B]Sorcerous Restoration[/B] (+4 [B]Sorcery Points[/B] per [B]Short Rest[/B]) (Not game breaking if this mechanic is not abused) [B]Warlock[/B] [B]Spell Slots[/B] to points: 2 (1st level) = 4 points 3rd level [B]Catnap [/B]cast [B]Warlock[/B] Spell Slots converted to points: 2 (1st Level) = 4 points 4 + 4 = 8 3rd level [B]Spell Slot[/B] converted from [B]Sorcery Points[/B]: 5 points 8 - 5 = 3 (Combo that should not be game breaking if you leave it at that) If you don't want to do this Grab [B]Haste: [/B]Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a [B]+2[/B] bonus to [B]AC[/B], it has [B]advantage[/B] on [B]Dexterity saving throws[/B], and it [B]gains an additional action on each of its turns.[/B] That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. [B]When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.[/B] Or [B]Dispel Magic[/B]: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The [B]DC equals 10 + the spell's level.[/B] On a successful check, the spell ends. [B] At Higher Levels.[/B] When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 5 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 10 [B]Total: [/B](10) [B]Cantrips: [/B](10) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]7 + (1 [B]Divine Soul[/B]) = 8 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 8 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 19 [B]Total: [/B](19) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](5) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Suggestion[/B] (Influence Social Situations [B]Subtle Spell[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](4) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer[/B] [B]Fireball[/B] (FIREBALL!!!!!!) - [B]Sorcerer[/B] [B]Aura of Vitality[/B] (Heal 2d6 + 5(Life) as a bonus action for 1 minute[B] Concentration[/B]) - [B]Sorcerer [/B]- [B]Divine Catnap (Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action, [/B]([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 7 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 4([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [SIZE=7][B]Level 10:[/B] [B]Sorcerer - Banishment[/B][/SIZE] [B]HP:[/B] ([B]9th [/B]lvl) 59 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 65 [B]HP:[/B] 65 [B]Proficiency Bonus: [/B]+4 [B]Sorcery Points: [/B]7 [B]AC: [/B]Check Level 6 - Last mention of [B]AC. [/B]Characters [B]AC[/B] will vary based on armor availability, character purchasing power, and magic item drops. [B]Spell Changes:[/B] The Build is changing[B] Suggestion [/B]into[B] Banishment [/B]and learning[B] Polymorph[/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 5 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 10 [B]Total: [/B](10) [B]Cantrips: [/B](10) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]8 + (1 [B]Divine Soul[/B]) = 9 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 9 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 20 [B]Total: [/B](20) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](4) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer[/B] [B]Fireball[/B] (FIREBALL!!!!!!) - [B]Sorcerer[/B] [B]Aura of Vitality[/B] (Heal 2d6 + 5(Life) as a bonus action for 1 minute[B] Concentration[/B]) - [B]Sorcerer [/B]- [B]Divine Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](2) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 8 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (2) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 4([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=7]Level 11:[/SIZE][/B] [B][SIZE=7]Sorcerer - Inspiring Leader[/SIZE] HP:[/B] ([B]10th [/B]lvl) 65 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 71 [B]HP:[/B] 71 [B]Proficiency Bonus: [/B]+4 [B]Sorcery Points: [/B]8 [B]Ability Score Improvement: [/B]When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your [B]DM[/B] allows the use of feats, you may instead take a [B]Feat[/B]. [B]Feat: Inspiring leader[/B]: [TABLE] [TR] [TD]You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.[/TD] [/TR] [/TABLE] Starting out at 11th level this gives a group of 4: 11+3 =14 per party member, so: x4 = 52 extra hit points for the group Combine [B]Inspiring Leader[/B] with the spell:[B] Aid:[/B] Your spell bolsters your allies with toughness and resolve. [B]Choose up to three creatures within range[/B]. Each target's hit point [B]maximum [/B]and[B] current [/B]hit points increase by 5 for the duration.[B] At Higher Levels.[/B] When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. [B]Spell Changes: [/B]The Build is changing nothing Learning [B]Death Ward[/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 5 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 10 [B]Total: [/B](10) [B]Cantrips: [/B](10) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]9 + (1 [B]Divine Soul[/B]) = 10 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 10 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 21 [B]Total: [/B](21) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](4) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer[/B] [B]Fireball[/B] (FIREBALL!!!!!!) - [B]Sorcerer[/B] [B]Aura of Vitality[/B] (Heal 2d6 + 5(Life) as a bonus action for 1 minute[B] Concentration[/B]) - [B]Sorcerer [/B]- [B]Divine Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B])[B] Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 9 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 4([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=7]Level 12:[/SIZE][/B] [B][SIZE=7]Sorcerer - Greater Restoration[/SIZE] HP:[/B] ([B]11th [/B]lvl) 71 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 77 [B]HP:[/B] 77 [B]Proficiency Bonus: [/B]+4 [B]Sorcery Points: [/B]9(normal) [B]Spell Changes: [/B]The Build is changing nothing and learning[B] Greater Restoration[/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 5 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 10 [B]Total: [/B](10) [B]Cantrips: [/B](10) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]10 + (1 [B]Divine Soul[/B]) = 11 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 11 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 22 [B]Total: [/B](22) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](4) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer[/B] [B]Fireball[/B] (FIREBALL!!!!!!) - [B]Sorcerer[/B] [B]Aura of Vitality[/B] (Heal 2d6 + 5(Life) as a bonus action for 1 minute[B] Concentration[/B]) - [B]Sorcerer [/B]- [B]Divine Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B]) [B]5th Level: [/B](1) [B]Greater Restoration[/B] (Cure Conditions) - [B]Sorcerer[/B] [B]Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 10 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 4([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=6]Level 13:[/SIZE][/B] [B][SIZE=6]Sorcerer - Metamagic - Quicken[/SIZE] HP:[/B] ([B]12th [/B]lvl) 77 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 83 [B]HP:[/B] 83 [B]Proficiency Bonus: [/B]+5 [B]Sorcery Points: [/B]10(normal) [B]Metamagic:[/B] [B]Quicken Spell: [/B]When you cast a spell that has a casting time of 1 [B]Action[/B], you can spend 2 [B]Sorcery Points[/B] to change the casting time to 1 [B]Bonus Action[/B] for this casting. (Now with quicken spell the build can cast [B]Mind Sliver [/B]wait to see if the [B]de-buff[/B] takes hold then [B]Quicken[/B] [B]Banishment[/B] if it does) [B]Added: Sorcerer Cantrip: Anything[/B] you want[B] Sorcerer/Cleric Spell [/B]list[B]. Spell Changes: [/B]The Build is changing nothing and learning[B]: Mass Cure Wounds: [/B]A wave of healing energy washes out from a point of your choice within range. [B]Choose up to six creatures[/B] in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. [B]At Higher Levels.[/B] When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 6 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 11 [B]Total: [/B](11) [B]Cantrips: [/B](11) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer (Any [/B]you want[B] Sorcerer/Cleric Spell list) - Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]11 + (1 [B]Divine Soul[/B]) = 12 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 12 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 23 [B]Total: [/B](23) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](4) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer[/B] [B]Fireball[/B] (FIREBALL!!!!!!) - [B]Sorcerer[/B] [B]Aura of Vitality[/B] (Heal 2d6 + 5(Life) as a bonus action for 1 minute[B] Concentration[/B]) - [B]Sorcerer [/B]- [B]Divine Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B]) [B]5th Level: [/B](2) [B]Greater Restoration[/B] (Cure Conditions) - [B]Sorcerer Mass Cure Wounds [/B](Mass Heal)[B] - Sorcerer[/B] [B]Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 11 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 5([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=7]Level 14:[/SIZE][/B] [B][SIZE=7]Sorcerer - Heroes' Feast - Globe of Invulnerability[/SIZE] HP:[/B] ([B]13th [/B]lvl) 83 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 89 [B]HP:[/B] 89 [B]Proficiency Bonus: [/B]+5 [B]Sorcery Points: [/B]11(normal) [B]Spell Changes:[/B] This build is changing [B]Aura of Vitality[/B](Divine) into[B] Heroes' Feast[/B](Divine) and learning[B] Globe of Invulnerability [/B] [B]Heroes' Feast: [/B]You bring forth a great feast, including magnificent food and drink. The[B] feast [/B]takes [B]1 hour [/B]to consume and disappears[B] [/B] at the end of that time, and the beneficial effects don't set in until this hour is over.[B] Up to twelve creatures can partake of the feast.[/B] A creature that partakes of the feast gains several benefits. [B]The creature is cured of all diseases and poison, becomes immune to poison and being Frightened, and makes all Wisdom saving throws with advantage.[/B] Its [B]hit point maximum[/B] also [B]increases[/B] by [B]2d10,[/B] and it [B]gains[/B] the [B]same number[/B] of [B]hit points[/B]. These benefits last for [B]24 hours.[/B] (Combine this to [B]Aid[/B] and [B]Inspiring Leader[/B] for max effect) [B]Combining Magical Effects: The effects of different spells add together while the durations of those spells overlap.[/B] The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap. [B]Globe of Invulnerability: [/B]An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. [B]Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. [/B] [B]Similarly, the area within the barrier is excluded from the areas affected by such spells. At Higher Levels. [/B] When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 6 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 11 [B]Total: [/B](11) [B]Cantrips: [/B](11) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer (Any [/B]you want[B] Sorcerer/Cleric Spell list) - Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]12 + (1 [B]Divine Soul[/B]) = 13 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 13 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 24 [B]Total: [/B](24) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](3) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer[/B] [B]Fireball[/B] (FIREBALL!!!!!!) - [B]Sorcerer Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B]) [B]5th Level: [/B](2) [B]Greater Restoration[/B] (Cure Conditions) - [B]Sorcerer Mass Cure Wounds [/B](Mass Heal)[B] - Sorcerer 6th Level: [/B](2) [B]Heroes' Feast[/B] (Increase Max HP (Combine with [B]Aid[/B] and [B]Inspiring Leader[/B]) -[B] Sorcerer - Divine[/B] [B]Globe of Invulnerability[/B] (Protect the group from magic) - [B]Sorcerer[/B] [B]Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 12 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 5([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=7]Level 15:[/SIZE][/B] [B][SIZE=7]Sorcerer - MetaMagic Adept - Empowered Spell - Extend Spell[/SIZE] HP:[/B] ([B]14th [/B]lvl) 89 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 95 [B]HP:[/B] 95 [B]Proficiency Bonus: [/B]+5 [B]Sorcery Points: [/B]12 (Normal) 2 (Metamagic Adept) [B]Ability Score Improvement: [/B]When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your [B]DM[/B] allows the use of [B]feats[/B], you may instead take a [B]Feat[/B]. [B] Feat: Metamagic Adept[/B]: You've learned how to exert your will on your spells to alter how they function. You learn two[B] Metamagic[/B] options of your choice from the [B]Sorcere[/B]r class. You can use only one [B]Metamagic[/B] option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the ability score Improvement feature, you can replace one of these [B]Metamagic[/B] options with another one from the [B]Sorcerer[/B] class. You gain 2 [B]Sorcery Points[/B] to spend on [B]Metamagic[/B] (these points are added to any [B]Sorcery Points[/B] you have from another source [B]but can be used only on Metamagic[/B]). You regain all spent [B]Sorcery Points[/B] when you finish a [B]Long Rest[/B]. [B]Empowered Spell: [/B]When you [B]roll damage[/B] for a spell, you can spend 1 [B]Sorcery Point[/B] to [B]reroll[/B] a number of the damage dice up to your [B]Charisma[/B] modifier (+3). [B]You must use the new rolls.[/B] You can use [B]Empowered Spell[/B] even if you have already used a different [B]Metamagic[/B] option during the casting of the spell. [B] Extend Spell : [/B]When you cast a spell that has a duration of 1 minute or longer, you can spend 1 [B]Sorcery Point[/B] to double its duration, to a [B]maximum duration of 24 hours.[/B] (This Build has a couple of [B]8 Hour[/B] buffs) (Spells that [B]do not use Concentration[/B] like: [B]Aid, Gift of Alacrity, Death Ward[/B]) [B]Spell Changes: [/B]None [B] [/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 6 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 11 [B]Total: [/B](11) [B]Cantrips: [/B](11) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer (Any [/B]you want[B] Sorcerer/Cleric Spell list) - Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]12 + (1 [B]Divine Soul[/B]) = 13 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 13 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 24 [B]Total: [/B](24) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](3) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer[/B] [B]Fireball[/B] (FIREBALL!!!!!!) - [B]Sorcerer Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B]) [B]5th Level: [/B](2) [B]Greater Restoration[/B] (Cure Conditions) - [B]Sorcerer Mass Cure Wounds [/B](Mass Heal)[B] - Sorcerer 6th Level: [/B](2) [B]Heroes' Feast[/B] (Increase Max HP (Combine with [B]Aid[/B] and [B]Inspiring Leader[/B]) -[B] Sorcerer - Divine[/B] [B]Globe of Invulnerability[/B] (Protect the group from magic) - [B]Sorcerer[/B] [B]Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 13 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 5([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B] [SIZE=7]Level 16:[/SIZE][/B] [B][SIZE=7]Sorcerer - Resurrection - Delayed Fireball[/SIZE] HP:[/B] ([B]15th [/B]lvl) 95 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 101 [B]HP:[/B]101 [B]Proficiency Bonus: [/B]+5 [B]Sorcery Points: [/B]13 (Normal) 2 (Metamagic Adept) [B]Spell Changes:[/B] This build is Changing [B]Fireball[/B] into [B]Delayed Fireball[/B]: [B]Resurrection: [/B]You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. [B]Delayed Fireball: [/B]A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.[B] At Higher Levels.[/B] When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 6 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 11 [B]Total: [/B](11) [B]Cantrips: [/B](11) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer (Any [/B]you want[B] Sorcerer/Cleric Spell list) - Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]13 + (1 [B]Divine Soul[/B]) = 14 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 14 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 25 [B]Total: [/B](25) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](3) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B]) [B]5th Level: [/B](2) [B]Greater Restoration[/B] (Cure Conditions) - [B]Sorcerer Mass Cure Wounds [/B](Mass Heal)[B] - Sorcerer 6th Level: [/B](2) [B]Heroes' Feast[/B] (Increase Max HP (Combine with [B]Aid[/B] and [B]Inspiring Leader[/B]) -[B] Sorcerer - Divine[/B] [B]Globe of Invulnerability[/B] (Protect the group from magic) - [B]Sorcerer 7th Level: [/B](2) [B]Resurrection[/B] (Hi Friends) -[B] Sorcerer Delayed Fireball[/B] (Better Fireball) - [B]Sorcerer[/B] [B]Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B]Hex (Boss Combo) - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 14 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 5([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [SIZE=7][B]Level 17:[/B] [B]Sorcerer - Batman - Otherworldly Wings[/B][/SIZE] [B]HP:[/B] ([B]16th [/B]lvl) 101 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 107 [B]HP:[/B]107 [B]Proficiency Bonus: [/B]+6 [B]Sorcery Points: [/B]14 (Normal) 2 (Metamagic Adept) [B]Sorcerer Origin Feature: Otherworldly Wings (Now The Build can fly)[/B] Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your [B]Divine Magic [/B]feature determines the appearance of the spectral wings: eagle wings for good or law, [B]bat wings[/B] for evil or [B]chaos[/B], and dragonfly wings for neutrality. [B]Spell Changes:[/B] The build in not changing anything It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 6 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 11 [B]Total: [/B](11) [B]Cantrips: [/B](11) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer (Any [/B]you want[B] Sorcerer/Cleric Spell list) - Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]13 + (1 [B]Divine Soul[/B]) = 14 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 14 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 25 [B]Total: [/B](25) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](3) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action, [/B]([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B]) [B]5th Level: [/B](2) [B]Greater Restoration[/B] (Cure Conditions) - [B]Sorcerer Mass Cure Wounds [/B](Mass Heal)[B] - Sorcerer 6th Level: [/B](2) [B]Heroes' Feast[/B] (Increase Max HP (Combine with [B]Aid[/B] and [B]Inspiring Leader[/B]) -[B] Sorcerer - Divine[/B] [B]Globe of Invulnerability[/B] (Protect the group from magic) - [B]Sorcerer 7th Level: [/B](2) [B]Resurrection[/B] (Hi Friends) -[B] Sorcerer Delayed Fireball[/B] (Better Fireball) - [B]Sorcerer[/B] [B]Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 15 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) - 8th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 6([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=7]Level 18:[/SIZE][/B] [B][SIZE=7]Sorcerer - Power Word Stun[/SIZE] HP:[/B] ([B]17th [/B]lvl) 107 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 113 [B]HP:[/B]113 [B]Proficiency Bonus: [/B]+6 [B]Sorcery Points: [/B]15 (Normal) 2 (Metamagic Adept) [B]Spell Changes:[/B] The build is not changing anything and it is Learning: [B] Power Word Stun: [/B]You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 6 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 11 [B]Total: [/B](11) [B]Cantrips: [/B](11) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer (Any [/B]you want[B] Sorcerer/Cleric Spell list) - Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]14 + (1 [B]Divine Soul[/B]) = 15 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 15 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 26 [B]Total: [/B](26) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](3) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B]) [B]5th Level: [/B](2) [B]Greater Restoration[/B] (Cure Conditions) - [B]Sorcerer Mass Cure Wounds [/B](Mass Heal)[B] - Sorcerer 6th Level: [/B](2) [B]Heroes' Feast[/B] (Increase Max HP (Combine with [B]Aid[/B] and [B]Inspiring Leader[/B]) -[B] Sorcerer - Divine[/B] [B]Globe of Invulnerability[/B] (Protect the group from magic) - [B]Sorcerer 7th Level: [/B](2) [B]Resurrection[/B] (Hi Friends) -[B] Sorcerer Delayed Fireball[/B] (Better Fireball) - [B]Sorcerer 8th Level: [/B](1) [B] Power Word Stun[/B] (Incapacitate a enemy) - [B]Sorcerer[/B] [B]Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 16 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) - 8th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 6([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=7]Level 19:[/SIZE][/B] [B][SIZE=7]Sorcerer - Charisma [B]+ 2[/B][/SIZE] HP:[/B] ([B]17th [/B]lvl) 113 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 119 [B]HP:[/B]119 [B]Proficiency Bonus: [/B]+6 [B]Sorcery Points: [/B]16 (Normal) 2 (Metamagic Adept) [B]Ability Score Improvement: [/B]When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. [B] [/B]This build chooses: [B] +2 Charisma Strength: [/B](10) (-1) ([B]Skills, Saves, Carry Capacity[/B]) [B]Dexterity: [/B](14) (+2) ([B]AC[/B], [B]Saves[/B], [B]Initiative[/B]) [B]Constitution: [/B](14) (+2) ([B]HP[/B], [B]Conentration[/B]) [B]Intelligence: [/B](8) (-1) [B]Wisdom: [/B](14) (+2) ([B]Cleric Multi-Class[/B]) [B]Charisma: [/B]([B]18[/B]) ([B]+3[/B]) ([B]Sorcerer/Warlock [/B]Spells) [B]Spell Changes:[/B] This build is not changing anything: [B] [/B] It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 6 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 11 [B]Total: [/B](11) [B]Cantrips: [/B](11) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer (Any [/B]you want[B] Sorcerer/Cleric Spell list) - Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]14 + (1 [B]Divine Soul[/B]) = 15 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 15 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 26 [B]Total: [/B](26) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](3) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B]) [B]5th Level: [/B](2) [B]Greater Restoration[/B] (Cure Conditions) - [B]Sorcerer Mass Cure Wounds [/B](Mass Heal)[B] - Sorcerer 6th Level: [/B](2) [B]Heroes' Feast[/B] (Increase Max HP (Combine with [B]Aid[/B] and [B]Inspiring Leader[/B]) -[B] Sorcerer - Divine[/B] [B]Globe of Invulnerability[/B] (Protect the group from magic) - [B]Sorcerer 7th Level: [/B](2) [B]Resurrection[/B] (Hi Friends) -[B] Sorcerer Delayed Fireball[/B] (Better Fireball) - [B]Sorcerer 8th Level: [/B](1) [B] Power Word Stun[/B] (Incapacitate a enemy) - [B]Sorcerer[/B] [B]Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 17 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) - 8th (1) - 9th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 6([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B][SIZE=7]Level 20:[/SIZE][/B] [B][SIZE=7]Sorcerer - Mass Heal - Wish[/SIZE] HP:[/B] ([B]17th [/B]lvl) 119 + 4 ([B]Avg Sorcerer[/B]) + 2 ([B]Con[/B]) = 125 [B]HP:[/B] 125 [B]Proficiency Bonus: [/B]+6 [B]Sorcery Points: [/B]17 (Normal) 2 (Metamagic Adept) [B]Metamagic: Heightened Spell: [/B]When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 [B]Sorcery Points[/B] to give one target of the spell [B]disadvantage[/B] on its first saving throw made against the spell.[B] Spell Changes:[/B] This build is changing [B]Mass Cure Wounds[/B] to [B]Mass Heal[/B] and it is Learning [B]Wish. Mass heal: [/B]A flood of healing energy flows from you into injured creatures around you. [B]You restore up to 700 hit points,[/B] divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. [B]Wish[/B]: Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. You might be able to achieve something beyond the scope of the above examples. [B]State your wish to the DM as precisely as possible[/B]. [B] The DM has great latitude[/B] in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. It is important to remember that the [B]Divine Soul Sorcerer[/B] gets access to the [B]Cleric spell[/B] list. The spells are labeled by the class that chose them. [B]Total number of Cantrips:[/B] 6 ([B]Sorcerer[/B]) + 3 ([B]Cleric[/B]) + 2 ([B]Warlock[/B]) = 11 [B]Total: [/B](11) [B]Cantrips: [/B](11) [B] Chill Touch[/B] (Target can not regain HP) - [B]Sorcerer Green-Flame Blade[/B] (Extra Damage with melee weapon) - [B]Sorcerer Mage Hand [/B](Manipulate objects from a distance)[B] - Sorcerer[/B] [B]Message[/B] (Communicate from a Distance) - [B]Sorcerer[/B] [B]Mending[/B] (Fix Broken Items) - [B]Sorcerer (Any [/B]you want[B] Sorcerer/Cleric Spell list) - Sorcerer Guidance [/B](Buff to Ability Checks)[B] - Cleric[/B] [B] Resistance[/B] (Buff to Saves) - [B]Cleric[/B] [B] Minor illusion [/B](Visual or Audio)[B] - Cleric[/B] [B] Eldritch Blast[/B] (Damage) - [B]Warlock[/B] [B]Mind Sliver[/B] (Save De-buff ([B]Intelligence save[/B])) - [B]Warlock Racial Trait Spells: [/B](2) (1 = 1 [B]Cleric Domain Spell[/B]) 2 - 1 = 1 [B]Sorcerer Spells Known: [/B]15 + (1 [B]Divine Soul[/B]) = 16 [B]Cleric Spells: [/B]2 Domain, 3 Prepared [B]Pact Spells Known: [/B]3 [B]Fey-Touched Spells Known: [/B]2 [B]Total number of spells available to cast: [/B]1 ([B]Racial[/B]) + 16 ([B]Sorcerer[/B]) + 2 ([B]Domain[/B]) + 3 ([B]Prepared[/B]) + 3 ([B]Pact[/B]) + 2 ([B]Fey-Touched[/B]) = 27 [B]Total: [/B](27) [B]1st level: [/B](7) (Ability to change out 3 First level [B]Prepared Cleric Spells[/B]) [B] Bless[/B] ([B]Buff[/B] to Attack Rolls and Saves) -[B] Cleric Domain[/B] [B]Cure Wounds[/B] (Heal)([B]Wisdom [/B]Modifier) - [B]Cleric Domain[/B] [B]Detect Magic[/B] (Is there magic? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Detect Poison and Disease[/B] (Is it poisoned or diseased? [B]Ritual[/B]) - [B]Cleric Prepared[/B] [B]Sanctuary[/B] (Protection [B]Not Concentration[/B]) - [B]Cleric Prepared [/B] [B]Shield[/B] (+5 AC [B]Reaction[/B]) - [B]Sorcerer[/B] [B]Gift of Alacrity[/B] (Initiative Buff [B]8 Hours[/B]) - [B]Fey-Touched 2nd level: [/B](4) [B] Lesser Restoration[/B] (End Conditions) - [B]Racial Trait[/B] [B]Aid[/B] (Raise HP Maximum) - [B]Sorcerer[/B] [B] Darkness[/B] (Can see because of [B]Devil's Sight[/B]) - [B]Sorcerer[/B] [B]Misty Step[/B] (Teleport) - [B]Fey-Touched 3rd Level: [/B](3) [B]Counter Spell[/B] (Nope!) -[B] Sorcerer Catnap [/B]([B]Short Rest[/B] in 10 minutes) or [B]Haste [/B](+2 [B]AC[/B],[B] Extra Action[/B], ([B]Twin[/B])) or [B]Disple Magic [/B](Dispel Magicacl effects)[B] - Sorcerer 4th Level: [/B](3) [B] Banishment [/B](Take an enemy out of the game) - [B]Sorcerer[/B] [B] Polymorph[/B] (Twin for maximum effect) - [B]Sorcerer Death Ward [/B](Protection from Death[B] 8 Hour buff (No Concentration)[/B]) [B]5th Level: [/B](2) [B]Greater Restoration[/B] (Cure Conditions) - [B]Sorcerer 6th Level: [/B](2) [B]Heroes' Feast[/B] (Increase Max HP (Combine with [B]Aid[/B] and [B]Inspiring Leader[/B]) -[B] Sorcerer - Divine[/B] [B]Globe of Invulnerability[/B] (Protect the group from magic) - [B]Sorcerer 7th Level: [/B](2) [B]Resurrection[/B] (Hi Friends) -[B] Sorcerer Delayed Fireball[/B] (Better Fireball) - [B]Sorcerer 8th Level: [/B](1) [B] Power Word Stun[/B] (Incapacitate a enemy) - [B]Sorcerer 9th Level: [/B](2) [B] Wish[/B] (Be careful what you wish for) - [B]Sorcerer[/B] [B]Mass Heal[/B] (700 HP) - [B]Sorcerer[/B] [B]Pact Magic Spells: [/B](3) 1st Level (Used for replenishing [B]Sorcery Points[/B] or niche situations) [B]Comprehend Languages[/B] (Comprehend Languages) - [B]Warlock[/B] [B] Hex [/B](Boss Combo)[B] - Warlock Protection from Evil and Good [/B](Niche Buff)[B] - Warlock Spell Casting Level:[/B] 18 [B]Spell Slots: [/B]1st (4) - 2nd (3) - 3rd (3) - 4th (3) - 5th (2) - 6th (1) - 7th (1) - 8th (1) - 9th (1) [B]Pact Slots: [/B](2) 1st Level [B]Racial Trait: [/B]1 [B]Cure Wounds [/B]per[B] Long Rest - Wisdom Modifier [/B](+2) - 1 [B]Lesser Restoration [/B]per [B]Long Rest Fey-Touched: [/B]1[B] Misty Step [/B]per[B] Long Rest [/B]- 1 [B]Gift of Alacrity [/B]per [B]Long Rest Concentration Check: [/B]([B]Advantage[/B]) 1d20 + 6([B]Proficiency[/B]) + 2 ([B]Consitution[/B]) [B]Total number of cantrips available to cast: [/B]11 [B]Total number of spells available to cast: [/B]27 [B]There are several spell combos utilized in this build. Fey-Touched + Gift of Alactriy: [/B]The character will have a (+1d8[B] bonus to Initiative rolls for 8 hours) [/B]without expending a [B]Spell Slot. [/B](1 per [B]Long Rest[/B]) [B]Hexblade's Curse + Eldritch Blast + Quicken Spell Hexblade's Curse + Green-Flame Blade + Quicken Spell Hexblade's Curse + Magic Missile Hexblade's Curse + Scorching Ray[/B] [B]Hexblade's Curse[/B]: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a[B] Bonus Action[/B], choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: [B]- [/B]You gain a [B]bonus to damage rolls[/B] against the cursed target. The bonus equals your [B]proficiency bonus[/B]. [B]- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.[/B] [B]- [/B]If the [B]cursed target dies[/B], you [B]regain hit points[/B] equal to your[B] Warlock [/B]level [B]+[/B] your [B]Charisma[/B] modifier (minimum of 1 hit point) [B] You can't use this feature again until you finish a short or long rest. Level 13+ Boss Combo:[/B] Turn 1: (Action) [B]Hex:[/B] +1d6 (per hit) - (Bonus Action) [B]Hexblade's Curse [/B]+ Proficiency bonus (+5 at level13)(+6 at level 17) Turn 2: (Action) [B]Eldritch Blast[/B] -[B] Quicken Spell[/B] - (Bonus Action) [B]Eldritch Blast[/B] [B]If all hit at Level 13-16:[/B] (Action) (3(1d10 ([B]Eldritch[/B] [B]Blast[/B])) + (3(1d6 ([B]Hex[/B])) + (6 ([B]Dmg Rolls[/B]) x 5 ([B]Proficiency)[/B] = 30 ([B]Curse Dmg[/B])) [B]Min[/B]: 3(1) = 3 + 3(1) = 3 + 30 = 36 [B] Max: [/B] 3(10) = 30 + 3(6) = 18 + 30 = 78[B] [/B] (Bonus Action) (3(1d10 ([B]Eldritch[/B] [B]Blast[/B])) + (3(1d6 ([B]Hex[/B])) + (6 ([B]Dmg Rolls[/B]) x 5 ([B]Proficiency)[/B] = 30 ([B]Curse Dmg[/B])) [B] Min[/B]: 3(1) = 3 + 3(1) = 3 + 30 = 36 [B] Max: [/B] 3(10) = 30 + 3(6) = 18 + 30 = 78[B] [/B]6 Attack rolls[B] - Min: [/B]72 [B]Max:[/B] 166 [B]- Criticle Range:[/B] 19-20 [B]If all hit at Level 17-20:[/B] (Action) (4(1d10 ([B]Eldritch[/B] [B]Blast[/B])) + (4(1d6 ([B]Hex[/B])) + (8 ([B]Dmg Rolls[/B]) x 5 ([B]Proficiency)[/B] = 40 ([B]Curse Dmg[/B])) [B]Min[/B]: 4(1) = 4 + 4(1) = 4 + 40 = 48 [B] Max: [/B] 4(10) = 40 + 4(6) = 24 + 40 = 104[B] [/B] (Bonus Action) (4(1d10 ([B]Eldritch[/B] [B]Blast[/B])) + (4(1d6 ([B]Hex[/B])) + (8 ([B]Dmg Rolls[/B]) x 5 ([B]Proficiency)[/B] = 40 ([B]Curse Dmg[/B])) [B] Min[/B]: 4(1) = 4 + 4(1) = 4 + 40 = 48 [B] Max: [/B] 4(10) = 40 + 4(6) = 24 + 40 = 104 8 Attack rolls[B] - Min: [/B]96 [B]Max:[/B] 208 [B]- Criticle Range:[/B] 19-20 [B] [/B] [B]OR - For Character Role Play as a Melee Champion[/B] Turn 2: (Action) [B]Green-Flame Blade: Long Sword - Quicken Spell[/B] - (Bonus Action) [B]Green-Flame Blade: Long Sword [/B] (2 Attacks) Does less Damage [B]Twin-Spell + Heal Spells or Buff Spells: Haste is one of the best. Twin-Spell + Banishment: [/B]2 creatures for 1 level 4 [B]Spell Slot[/B], and 4 [B]Sorcery Points Twin-Spell: [/B]When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of [B]Sorcery Points[/B] equal to the spell's level to target a second creature in range with the same spell (1 [B]Sorcery Point[/B] if the spell is a [B]Cantrip[/B]). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, [B]Magic Missile [/B] and [B]Scorching ray[/B] aren't eligible, but[B] Ray of Frost[/B] and[B] Chromatic Orb[/B] are. ([B]The build does a lot of buffing and healing[/B])[B] Subtle-Spell + Damage Spells = [/B]Harder to Be [B]Counter Spelled. Subtle-Spell + Suggestion or Command = [/B]Easier to influence in and out of combat without being spotted. [B]Subtle-Spell: [/B]When you cast a spell, you can spend 1[B] Sorcery Point[/B] to cast it without any [B]Somatic[/B] or [B]Verbal Components[/B]. [B]Devil's Sight + Darkness: Devil's Sight:[/B] You can see normally in darkness, both magical and nonmagical,[B] to a distance of 120 feet[/B]. [B] Darkness: [/B]Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. [B]Catnap + Short Rest:[/B] This build will utilize a trick to allow 3 creatures to rest twice while this character changes 2 (1st level) [B]Pact-Magic spell slots[/B] into 3 [B]Sorcery Points[/B] (Similar 20th level [B]Sorcerer[/B] feature) This is done[B] Only [/B]when the group wants to take a[B] Short Rest [/B]for [B]Short Rest[/B] benefits. [B]-[/B] First the player changes [B]Pact-Magic Spell Slots [/B]into[B] Sorcery Points:[/B] 2 (1st level [B]Spell Slots[/B]) gaining (4) [B]Sorcery Points[/B]. Then the player casts [B]Catnap[/B], a 10 minute short rest for up to 3 creatures, at the cost of a [B]3rd level[/B] [B]spell slot[/B]. (acquired at [B]level 9)[/B] [B]-[/B] Then the Player regains the 2 spent [B]Pact-Magic Spell Slots.[/B] [B]- [/B]Then the player can buy a third level [B]Spell Slot[/B] for 5 [B]Sorcery Points[/B]. (The build only losing 1 [B]Sorcery Point[/B].) The 3 creatures that took the [B]10 minute[/B] [B]Catnap[/B] then can guard for the rest of the [B]Short Rest [/B](The build only losing 1 [B]Sorcery Point[/B].) [B]-[/B] If the [B]DM[/B] allows the 3 players, who took the [B]Catnap,[/B] take a [B]second Short Rest, [/B]since the first one only took 10 minutes. the player can then convert the 2 (1st level) [B]Pact-Magic[/B] [B]Spells-Slots[/B] into 4 more [B]Sorcery Points[/B]. With that 8 total [B]Sorcery Points [/B]are gained. [B]-[/B] The player then converts 5 [B]Sorcery Points [/B]into a 3rd level [B]Spell Slot[/B] (5 [B]Sorcery Points[/B]) [B]-[/B] Ultimately gaining 3 extra [B]Sorcery Points [/B](much earlier than the level 20 Class Feature: [B]Sorcerous Restoration[/B] (+4 [B]Sorcery Points[/B] per [B]Short Rest[/B]) (Not game breaking if this mechanic is not abused) [B]Mind Sliver +[/B] [B]Banishment: Mind Sliver[/B](Cantrip: De-buff to next save) and [B]Banishment[/B](Quickened) - 1 turn - 2 [B]Sorcery Points[/B] With [B]Quicken Spell[/B] the build can cast [B]Mind Sliver[/B] wait to see if the de-buff works then quicken [B]Banishment[/B] if it does. Also the build can do [B]Heightened Spell[/B](Save at Disadvantage) at Level 20[B] - Banishment [/B]- 1 turn - 3 [B]Sorcery Points Aid + Inspiring Leader + Heros' Feast: Aid:[/B] Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. [B] Each target's hit point maximum and current hit points increase[/B] by 5 for the duration. [B]At Higher Levels.[/B] When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. [B] Inspiring Leader: [/B]You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. [B]Each creature can gain temporary hit points equal to your level + your Charisma modifier[/B]. [B]A creature can't gain temporary hit points from this feat again until it has finished a Short or Long Rest. Heroes' Feast: [/B]You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being[B] Frightened,[/B] and makes all Wisdom saving throws with advantage. [B]Its hit point maximum also increases[/B] by 2d10, and it gains the same number of hit points. [B]These benefits last for 24 hours.[/B] Thanks for reading. Any thoughts are welcome. [/QUOTE]
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[Guide] 'Champion of House Jorasco' Dragonmarked, Divine-Soul, Hexblade, Life
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