It is useful. PAM is the one I don't think is very useful.Warcaster is really really useful feat for every situation, especially that Sorcerers are con proficient and get free spell oportunity attack. It's not melee focused feat, not even close. Advantage on concentration checks is just, amazing.
I don't see it. While you can do a lot of damage you are going to get slaughtered in melee, disadvantage and all. You have a 15-ish AC, even with disadvantage that is not close to being good enough to survive. If you use shield to boost it to 20 with disadvantage you are on the fringe of being survivable in melee with d6 hp, but you are using your reaction so you won't be able to use shield very often.PAM turns the Sorcerer better melee than melee character.
There are two areas that make this objectively not true:So, yes. It's effectively better caster than casters (free advantage for everything, attack rolls, disadvantage against your spells), metamagic and extra hound damage and prone condition and the hound's oportunity attack.
You are correct. If it was 1 of them it would be normal, with 4 it is deadly, I corrected my post.4 CR8 is much stronger than a party 8th level characters, it's a fatal encounter . Did you notice it?
1 assassin that is normal is pretty easy.You are correct. If it was 1 of them it would be normal, with 4 it is deadly.
Nonetheless if I put an actual melee oriented character like a bladesinger, eldritch knight or even a Barbarian in the same situation she would be A LOT better off after one turn of combat. Let me know if you want that math too.
A bladesinger or eldritch knight likely would escape the first turn unscathed even when being attacked by one more.
Quick questions,1 assassin that is normal is pretty easy.
Booming blade, average 22 damage.
It attacks with a magical dagger (thanks DM).Quick questions,
1. where is the sorcerer getting Polearm (or Lance) Proficiency, a martial reach weapon?
2. How are you getting average 22 damage, even IF a Lance is allowed for Polearm master and the sorcerer can use it? 7th level BB: 1d12(6.5)+1d8(4.5) +3 (16 strength, though how you pull that while also having a decent CHA, Dex and non garbage Con I have no idea) = 14 (assuming an unrealistic 100% hit rate, really it'll be around 80% if you have advantage so actual average is around 11). Are you assuming an OA every round? Because sure, 22 but unrealistic.
It attacks with a magical dagger (thanks DM).
Empowered Booming Blade
1d4 dagger +3 + 1d8(5,5 average empowered) + Extra damage when enemy moves 2d8 (average 9). (It moves or die).
It's 20 average damage.
+2 because I have a magical dagger.
No, PAM works because I'm wielding a Glaive.So:
You have a magical dagger that works with PAM;
You're always fighting things that can't get around magical darkness;
You're fighting enemies that move away rather than recognizing standing put and trying to kill you might be the better option. Or enemies that can't phase, misty step, teleport etc.
Your DM let's you dictate the pace of play enough that the large resource expenditure isn't crippling.
The 15' magical darkness isn't hampering party members despite other posters ' and my own experience showing that it really tends to.
Just pointing out there are A LOT of positive assumptions going on and without them the build suffers.
But it's clearly working for you and sounds like you're henning fun - so that's really what it's all about!
Back to, how are you proficient in the Glaive?Hold a Glaive and attacks with a dagger. Yes, with Warcaster The Sorcerer can do it. It can hold with one hand and attack with off-hand weapon.
That's a BIG assumption! Kind of like saying the devotion paladin always activates his channel divinity before combat (when in reality the standard action is a big downside).Always that starts a battle, the darkness is always on.