Hohige
Explorer
The Armored Sorcerer
And a powerful combination came to my mind.
Behold, The Armored Sorcerer.
This combination turns the Divine Soul Sorcerer much stronger than a fighter or barbarian, is not afraid of enemy wizards and still dominates in the social.
Let's say you are the best duelist I have ever seen.
Highlight:
- Incomparable tanking (Tanker)
- High damage output (Blaster)
- Really powerful Summon with Radiant Longbow or Melee (Extended summons for long duration spells)
- Buffer (Extended cleric spells)
- The best social character possible with Subtle Spell
- Unbeatiable on 1v1
- The best mage killer
- Bodybuilder
Level 12, V. Human Divine Soul Sorcerer.
Metamagic: Subtle Spell, Extend Spell and Quicken Spell.
Feat selection: Lightly Armored, Moderately Armored, Heavily Armored and Heavy Armor Master.
Key Spell: Extended Summon Celestial Spirit (UA now, but officially printed on next book), Extended Aid, Extended Death Ward, Freedom of Movement, Subtle Counterspell, Protector against blades and Quicken mirror image.
With 16 base strength, we have a sorcerer with 20 STR (Lightly Armored, Moderately Armored, Heavely Armored and Heavy Armor Master feat).
Awesome, hahaha. Barbarians? Arm wrestling?
With that, the sorcerer has 25 AC (Plate Armor, Shield + Shield Spell) and reduces the damage of non-magic weapons by 3.
Extended Aid Spell, Upcasted to level 5 for free +20 HP to himself and allies, total of 106 HP.
Large Celestial (Defender) Summon
The Defender
It hits 3x. +9 to hit, 1d10+9 Radiant Damage. Average potential damage 15 damage per hit.
Averagare total per turn 45 damage.
HP: 66 + 20 Aid = 86 HP
AC: 17
Large celestial, neutral good |
Armor Class: 11 + the level of the spell (natural armor) |
Hit Points: equal the celestial’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level |
Damage Resistances: radiant |
Condition Immunities: charmed, frightened |
Senses: darkvision 60 ft., passive Perception 10 |
Languages: Celestial, understands the languages you speak |
Actions |
---|
Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down). |
Radiant Bow (Avenger Only). Ranged Weapon Attack: +2 + the spell’s level to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage. |
Radiant Mace (Defender Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn’t already have temporary hit points. |
Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level. |
With 2 hours duration spell, The Muscle Sorcerer, it can stay in several battles.
Damage absorbing sponge:
Action for Blade Ward Cantrip: Resistence against all weapons. (Barbarians?).
Bonus action for quicken spell: Dimention Door, Fireball, Healing, Revivify, Dispel, Booming Blade or just extended Upcasted Spiritual Weapon
Honorable Mention to Sanctuary Spell (Really defensive spell)
The Defender's Radiant Mace (Defender Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn’t already have temporary hit points.
So, the Muscle has High AC, HP, Resistence against Weapons and free THP each Defender's Radiant Mace hit (Average 15 THP).
The Tanker Sorcerer
A fighter level 12, 20STR and Greatersword, can attack 6 times with +9 to hit, action surge.
Against 25 AC, It's 0,36 chance to hit.
Each attack is 2d6+5 = 12 damage and -3 against Heavy Armor Master feat = 9 average damage.
Blade Ward cantrip halves the damage to 4,5 average damage.
If all hits, It's 27 avg damage(Action Surging round)
Well, the Sorcerer has 15 average THP (Defender summoner). The real damage is 12. IF ALL HITS.
But agaisnt 25 AC, the real average damage is 27x0,36 = 10 average damage against 25 AC.
The sorcerer has each turn at least 15 THP, so the real damage is 0 (ZERO).
after Action Surging round, the fighter's damage is simply negligible.
In hand-to-hand combat, the Muscle Sorcerer is invincible.
Blasting
The Sorcerer average damage per turn without spend spells slots.
Defender's multiattack (3x) +9 to hit, 45 avg radiant damage.
Sorcerer's Quicken and normal booming blade. +9 to hit for 37 average damage, and 18 if the enemy moves.
If all hits, 82 damage per turn.
If the sorcerer spends spells slots to deal damage, It increases heavily.
Avenger's Multiattack (3x) +8 to hit, 150/600ft for average 45 damage at distance.
Spellcaster Enemy?
This is simply not funny. Subtle Spell and counterspell simply dominates the combat, with no chance of reaction.
Add: When Muscle Sorcerer spends spell slots.
Expending 3th ~ 5th spells slots to cast Animate Dead to control 46 skeletons for 24 hour.
Grapple, Shove, Knock Prone, Damaging
If all hits, It's 253 damage per round.
Converting 1 ~ 2 spells slots into higher spells slots (Sorcerer's flexible casting shenanigans).
The Muscle Sorcerer casts Extended Seeming Spell (16h), disguising himself and all controlled creatures (Skeletons and Celestial Summon).
The Celestial Summon can provide free 15 THP for skeletons.
Why Seeming Spell?
It disguises all creatures as a celestial creature, making it impossible for the enemy to distinguish the real enemy.
That combination makes any an illusionist jealous.
Subtle Metamagic and Seeming Spell
This combination is extremely potent, because the Muscle Sorcerer casts Subtle Spell to avoid be noticed. The enemy is unable to distinguish who was the caster, as it provides no visual or sound effects.
Without Subtle Spell, verbal and somatic components would reveal the true spellcaster.
It's effectively a Mirror Image spell with 48 duplicates
Tip:
Good on paper, but not so good in practice...
Extremely efficient, but this can bring serious social problems. If you are going to use this combination, make sure it is worth the risk and that you can save your party.
If your Party doesn't mind raising skeletons, go for it.
Expending 3th ~ 5th spells slots to cast Animate Dead to control 46 skeletons for 24 hour.
Grapple, Shove, Knock Prone, Damaging
Converting 1 ~ 2 spells slots into higher spells slots (Sorcerer's flexible casting shenanigans).
The Muscle Sorcerer casts Extended Seeming Spell, disguising himself and all controlled creatures (Skeletons and Celestial Summon).
The Celestial Summon can provide free 15 THP for skeletons.
Why Seeming Spell?
It disguises all creatures as a celestial creature, making it impossible for the enemy to distinguish the real enemy.
That combination makes any an illusionist jealous.
Subtle Metamagic and Seeming Spell
This combination is extremely potent ... because when Muscle Sorcerer casts Subtle Spells. This makes it impossible for the enemy to detect the true caster, as it provides no visual or sound effects.
To the enemy, the Muscle Sorcerer is just a minion.
It's effectively a Mirror Image spell with 48 duplicates
Tip:
Good on paper, but not so good in practice...
Extremely efficient, but this can bring serious social problems. If you are going to use this combination, make sure it is worth the risk and that you can save your party.
If your Party doesn't mind raising skeletons, go for it.
Be very careful with this combo, you can take all the fun out of the party, use it only in special situations.
Honorable mention: You still can be a buffer, healer and social god (Subtle Spell) as your job.
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