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Need some build advice! (Grappling Caster)
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<blockquote data-quote="Esker" data-source="post: 7852978" data-attributes="member: 6966824"><p>Magic Initiate only gives you 1hr/day of Hex, since you can't use your own spell slots to cast it. Not sure that's worth a feat unless you're in a campaign where all the combat occurs in a short period. </p><p></p><p>Feels like you may as well be a Lore Bard instead of Sorcerer, grab Hex and Spiritual Weapon with Magical Secrets. Then you don't need Magic Initiate or Prodigy, and you can just get Resilient with one of those feat slots to get back what you lost by not starting Sorcerer. Plus you're then free to start Paladin if you want and get Heavy Armor. Unless there's some other benefit of sorcerer I'm not seeing. Granted Magical Secrets is three levels later than getting access to spiritual weapon through Divine Soul, and you have to wait for Bard 3 for expertise instead of getting it at level 1, but if you instead take Tavern Brawler at 1st and Dueling style at 2nd, followed by the bard levels you can get 1d4+5 plus smites on shield bash, and still execute grapples with your bonus action. Then you get expertise, enhance ability just as it's scaling to +3, along with cutting words when you need it.</p><p></p><p>Or instead of Paladin you could do the ol' Hexblade dip, for medium armor and shields, plus Booming Blade / Green Flame Blade (I guess those are a benefit of sorcerer vs bard too), the Hex spell on a short rest refresh or using Bard slots. No smites, but it's not hard to find other things to do with your spell slots, especially if you have War Caster. The smite piece seems orthogonal to the grappler concept anyway.</p></blockquote><p></p>
[QUOTE="Esker, post: 7852978, member: 6966824"] Magic Initiate only gives you 1hr/day of Hex, since you can't use your own spell slots to cast it. Not sure that's worth a feat unless you're in a campaign where all the combat occurs in a short period. Feels like you may as well be a Lore Bard instead of Sorcerer, grab Hex and Spiritual Weapon with Magical Secrets. Then you don't need Magic Initiate or Prodigy, and you can just get Resilient with one of those feat slots to get back what you lost by not starting Sorcerer. Plus you're then free to start Paladin if you want and get Heavy Armor. Unless there's some other benefit of sorcerer I'm not seeing. Granted Magical Secrets is three levels later than getting access to spiritual weapon through Divine Soul, and you have to wait for Bard 3 for expertise instead of getting it at level 1, but if you instead take Tavern Brawler at 1st and Dueling style at 2nd, followed by the bard levels you can get 1d4+5 plus smites on shield bash, and still execute grapples with your bonus action. Then you get expertise, enhance ability just as it's scaling to +3, along with cutting words when you need it. Or instead of Paladin you could do the ol' Hexblade dip, for medium armor and shields, plus Booming Blade / Green Flame Blade (I guess those are a benefit of sorcerer vs bard too), the Hex spell on a short rest refresh or using Bard slots. No smites, but it's not hard to find other things to do with your spell slots, especially if you have War Caster. The smite piece seems orthogonal to the grappler concept anyway. [/QUOTE]
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