Hohige
Explorer
I started SKT game level 5, now we are level 6.
We are using Tasha's rules and a uncommon magical item and 500gold
It rides a Warhorse.
Half Elf Variant for weapon proficiency swap Longsword for Rapier Proficiency (The Uncommon Item is Rapier +1).
Adjusted +2 dex, +1con +1 Cha.
We are using a house rule Flanking for +2 attack instead advantage.
Level 4 feat: Elven Accuracy (+1 dex)
Final Stats
18 dex, 16 con, 16 cha.
17 AC. 22 with Shield Spell. The enemy has disadvantage against him (Darkness). It's an really hard to hit, really.
Attack roll +8 (+10 if flanking)
Quicken Spell and Empower Spell
The Shadow Sorcerer
The Hound
With his Warhorse, He can move 120fts per turn without provoke oportunity attack (Darkness).
You can free walk though the map.
You can freely cast Empower Fireball, Triple Advantage Scourching Ray, Firebolt, Chromatic Orb, Fear as standard sorcerer does.
Calling the hound at 120ft freely as bonus action. You have triple advantage and apply disadvantage against your spell also, can boost your damage with empower spell and cast them as bonus action,
Melee
Bonus action: The Hound that attacks the enemy with advantage (pack tatics) and flanking and DC 13 for prone. 10average damage
Move 15 fts.
Action for Empowered Booming Blade for triple advantage +10 to hit average 27 damage (16 on hit, extra 11 if the enemy moves, triggering booming blade extra damage).
Moves 35ft. (The enemy can't reach you and will trigger booming blade if moves and provokes the Hound's Oportunity attack that can prone him).
It's a really really effective Hit and run tatics.
If you don't want waste a leveled spell, double Booming Blade is always nice. for 32 damage on hit, +11 if moves + hound damage.
Burst damage:
Move:
Empowered Booming Blade for average 27 damage.
Move 40ft out.
Bonus action: Quicken Empowered triple advantage Scorching Ray for average 34 damage or Cast Fireball with disadvantage for extra love.
The Hound extra damage 10 or 20 (If the enemy moves). Remember that It has advantage with pack tatics and flanking add +2 on attack roll.
Control:
The Hound + Fear Spell with disadvantage, It's over for the enemy.
If the hound is on place, Mind Sliver with disadvantage + Quicken Fear.
It's fear with disadvantage -1d4 saving throw. It's insane.
The Shadow Sorcerer is by far the strongest class at tier 1 and 2 that almost 94% of games end.
Stealth and Surprise:
Invisibility Spell +7 Stealth check with Sorcerer's Magical Guidance (Better than Advantage) and Darkvision 120ft.
All enemies see 60ft on darkness, but the Shadow Sorcerer see 120ft. So, you have triple advantage against enemies that can't see you.
It's a reliable Stealth Character and really effective on natural darkness..
Level 8, get feat for Expertise on Stealth checks. It's an insane +12 Stealth Check, with Sorcerer's Magical Guidance, It's still more insane.
It's a scary character.
We are using Tasha's rules and a uncommon magical item and 500gold
It rides a Warhorse.
Half Elf Variant for weapon proficiency swap Longsword for Rapier Proficiency (The Uncommon Item is Rapier +1).
Adjusted +2 dex, +1con +1 Cha.
We are using a house rule Flanking for +2 attack instead advantage.
Level 4 feat: Elven Accuracy (+1 dex)
Final Stats
18 dex, 16 con, 16 cha.
17 AC. 22 with Shield Spell. The enemy has disadvantage against him (Darkness). It's an really hard to hit, really.
Attack roll +8 (+10 if flanking)
Quicken Spell and Empower Spell
The Shadow Sorcerer
The Hound
With his Warhorse, He can move 120fts per turn without provoke oportunity attack (Darkness).
You can free walk though the map.
You can freely cast Empower Fireball, Triple Advantage Scourching Ray, Firebolt, Chromatic Orb, Fear as standard sorcerer does.
Calling the hound at 120ft freely as bonus action. You have triple advantage and apply disadvantage against your spell also, can boost your damage with empower spell and cast them as bonus action,
Melee
Bonus action: The Hound that attacks the enemy with advantage (pack tatics) and flanking and DC 13 for prone. 10average damage
Move 15 fts.
Action for Empowered Booming Blade for triple advantage +10 to hit average 27 damage (16 on hit, extra 11 if the enemy moves, triggering booming blade extra damage).
Moves 35ft. (The enemy can't reach you and will trigger booming blade if moves and provokes the Hound's Oportunity attack that can prone him).
It's a really really effective Hit and run tatics.
If you don't want waste a leveled spell, double Booming Blade is always nice. for 32 damage on hit, +11 if moves + hound damage.
Burst damage:
Move:
Empowered Booming Blade for average 27 damage.
Move 40ft out.
Bonus action: Quicken Empowered triple advantage Scorching Ray for average 34 damage or Cast Fireball with disadvantage for extra love.
The Hound extra damage 10 or 20 (If the enemy moves). Remember that It has advantage with pack tatics and flanking add +2 on attack roll.
Control:
The Hound + Fear Spell with disadvantage, It's over for the enemy.
If the hound is on place, Mind Sliver with disadvantage + Quicken Fear.
It's fear with disadvantage -1d4 saving throw. It's insane.
The Shadow Sorcerer is by far the strongest class at tier 1 and 2 that almost 94% of games end.
Stealth and Surprise:
Invisibility Spell +7 Stealth check with Sorcerer's Magical Guidance (Better than Advantage) and Darkvision 120ft.
All enemies see 60ft on darkness, but the Shadow Sorcerer see 120ft. So, you have triple advantage against enemies that can't see you.
It's a reliable Stealth Character and really effective on natural darkness..
Level 8, get feat for Expertise on Stealth checks. It's an insane +12 Stealth Check, with Sorcerer's Magical Guidance, It's still more insane.
It's a scary character.
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