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*Dungeons & Dragons
Sorcerer levels best way to mix combat and spells
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<blockquote data-quote="Benjamin Olson" data-source="post: 7893642" data-attributes="member: 6988941"><p>The weakness of quicken as something to multiclass for is that it takes 3 levels of Sorcerer to get it at all, at which point you have and can hold enough sorcery points to cast it a grand total of one time without burning a spell slot or two, and using a bonus action, to re-up sorcery points. A three level dip is all you can take as a full caster like the cleric without losing access to 9th level spells, and, more important to most actual play, it seriously slows down your spell progression. Quicken is always going to be resource intensive for anyone who is not a high level sorcerer. The half-casting Paladin and Ranger and the 1/3 casting Eldritch knight don't have many spell slots to burn on sorcery points. An option for a handful of rounds of absolute awesomeness a day usually don't really make up for a martial character taking 3 or more levels without other martial benefits.</p><p></p><p>Of the classes you mentioned only Paladins are Charisma oriented (and it is still often not a super high stat) so the utility of the broader Charisma casting opportunities of sorcerer levels is a bit limited. Even having the minimum 13 charisma to multiclass is a pretty big ask, especially since anyone martially oriented is going to need an extra high Constitution to make up for taking a bunch of d6 Sorcerer hit dice.</p><p></p><p>Some people really dig the Paladin-Sorcerer multiclass, but unless you are rolling a high level character or starting with jus a small Paladin dip it is a long journey to getting enough Sorcery points to be worthwhile, made palatable only by getting way more divine smites along the way from all the extra spell slots. But this latter part can be achieved with bard levels, which come with a lot more side benefits than Sorcerer levels, and Warlock may be even better if you are a short rest heavy group. They both do a little better than the dreaded d6 hit die as well. But the Sorcadin has its evangelists, and when it eventually comes online it seems to become one of the strongest multiclasses in the game. Particularly if you are a one or two encounter a day group a Sorcerer-Paladin can nova like no other. I wouldn't really recommend it as a multiclass to actually enjoyably play through the lower levels, but to each their own.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7893642, member: 6988941"] The weakness of quicken as something to multiclass for is that it takes 3 levels of Sorcerer to get it at all, at which point you have and can hold enough sorcery points to cast it a grand total of one time without burning a spell slot or two, and using a bonus action, to re-up sorcery points. A three level dip is all you can take as a full caster like the cleric without losing access to 9th level spells, and, more important to most actual play, it seriously slows down your spell progression. Quicken is always going to be resource intensive for anyone who is not a high level sorcerer. The half-casting Paladin and Ranger and the 1/3 casting Eldritch knight don't have many spell slots to burn on sorcery points. An option for a handful of rounds of absolute awesomeness a day usually don't really make up for a martial character taking 3 or more levels without other martial benefits. Of the classes you mentioned only Paladins are Charisma oriented (and it is still often not a super high stat) so the utility of the broader Charisma casting opportunities of sorcerer levels is a bit limited. Even having the minimum 13 charisma to multiclass is a pretty big ask, especially since anyone martially oriented is going to need an extra high Constitution to make up for taking a bunch of d6 Sorcerer hit dice. Some people really dig the Paladin-Sorcerer multiclass, but unless you are rolling a high level character or starting with jus a small Paladin dip it is a long journey to getting enough Sorcery points to be worthwhile, made palatable only by getting way more divine smites along the way from all the extra spell slots. But this latter part can be achieved with bard levels, which come with a lot more side benefits than Sorcerer levels, and Warlock may be even better if you are a short rest heavy group. They both do a little better than the dreaded d6 hit die as well. But the Sorcadin has its evangelists, and when it eventually comes online it seems to become one of the strongest multiclasses in the game. Particularly if you are a one or two encounter a day group a Sorcerer-Paladin can nova like no other. I wouldn't really recommend it as a multiclass to actually enjoyably play through the lower levels, but to each their own. [/QUOTE]
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