For your consideration ...
At 3rd level, a sorcerer has access to:
All other considerations aside (multiclassing, armor, HP, etc) you can now employ the Shadow Whirlwind for serious multi-round nova damage against two melee opponents!
Option 1 (More damage, but slower)
Turn One: Cast Shadow Blade as a bonus action, Twin Booming Blade as an action.
Turn Two: Twin Booming Blade
Turn Three: Twin Booming Blade
Cost: 3 Sorcery Points and a 2nd level spell slot
Output: 18d8+18 (6 attacks at 3d8+3 assuming a 16 attack ability between two enemies)
Option 2 (Less damage, but faster)
Turn One: Cast Shadow Blade as a bonus action, Booming Blade as an action.
Turn Two: Twin Booming Blade as an action, Quicken Green Flame Blade as a bonus action.
Cost: 3 Sorcery Points and a 2nd level spell slot
Output: 13d8+15 (4 attacks at 3d8+3 with a 1d8+3 rider between two enemies)
While this combo represents a massive resource expenditure at level 3, it becomes a reasonably sustainable damage output method as Sorcery Points and Spell slots improve. Using this base combo, sorcerer becomes a chassis on which to build a variety of melee burst characters.
High Level Example: Paladin 2/Sorcerer 18 (assumes 20 in attack stat and Charisma and Dueling Fighting Style)
Turn One: Cast 7th level Shadow Blade as a bonus action, Twin Booming Blade as an action, Smite with two 4th level spell slots.
Turn Two: Twin Booming Blade, Quicken Green Flame Blade, Smite with one 4th and one 3rd level spell slots.
Turn Three-Six: Continue burning progressively lower level spell slots.
Turn Seven-Eight: Twin Booming Blade.
Cost: 18 Sorcery Points, a 7th level spell slot, and all spell slots 4th and below.
Output: 227d8+173 (21 attacks at 8d8+7 with 5 3d8+5 riders and 44d8 from 13 smites using 1st-4th level slots between two enemies)
Unlike the level 3 combo (which could be used with smites by a Paladin2/Sorcerer3) our mighty Sorcadin still has 39 levels of spell slots remaining to turn into Sorcery Points and do it all again (with fewer and lower level smites, of course).
Base Calculations/Cost:
Twinned BB with 7th Level SB - 8d8+7 and 8d8+7 for 1 Sorcery Point and Action
Quickened GFB with 7th Level SB - 8d8+7 and 3d8+5 for 2 Sorcery Points and Bonus Action
Considerations:
... Thoughts?
At 3rd level, a sorcerer has access to:
- Booming Blade
- Green Flame Blade
- Quicken Spell
- Twin Spell
- Shadow Blade
All other considerations aside (multiclassing, armor, HP, etc) you can now employ the Shadow Whirlwind for serious multi-round nova damage against two melee opponents!
Option 1 (More damage, but slower)
Turn One: Cast Shadow Blade as a bonus action, Twin Booming Blade as an action.
Turn Two: Twin Booming Blade
Turn Three: Twin Booming Blade
Cost: 3 Sorcery Points and a 2nd level spell slot
Output: 18d8+18 (6 attacks at 3d8+3 assuming a 16 attack ability between two enemies)
Option 2 (Less damage, but faster)
Turn One: Cast Shadow Blade as a bonus action, Booming Blade as an action.
Turn Two: Twin Booming Blade as an action, Quicken Green Flame Blade as a bonus action.
Cost: 3 Sorcery Points and a 2nd level spell slot
Output: 13d8+15 (4 attacks at 3d8+3 with a 1d8+3 rider between two enemies)
While this combo represents a massive resource expenditure at level 3, it becomes a reasonably sustainable damage output method as Sorcery Points and Spell slots improve. Using this base combo, sorcerer becomes a chassis on which to build a variety of melee burst characters.
High Level Example: Paladin 2/Sorcerer 18 (assumes 20 in attack stat and Charisma and Dueling Fighting Style)
Turn One: Cast 7th level Shadow Blade as a bonus action, Twin Booming Blade as an action, Smite with two 4th level spell slots.
Turn Two: Twin Booming Blade, Quicken Green Flame Blade, Smite with one 4th and one 3rd level spell slots.
Turn Three-Six: Continue burning progressively lower level spell slots.
Turn Seven-Eight: Twin Booming Blade.
Cost: 18 Sorcery Points, a 7th level spell slot, and all spell slots 4th and below.
Output: 227d8+173 (21 attacks at 8d8+7 with 5 3d8+5 riders and 44d8 from 13 smites using 1st-4th level slots between two enemies)
Unlike the level 3 combo (which could be used with smites by a Paladin2/Sorcerer3) our mighty Sorcadin still has 39 levels of spell slots remaining to turn into Sorcery Points and do it all again (with fewer and lower level smites, of course).
Base Calculations/Cost:
Twinned BB with 7th Level SB - 8d8+7 and 8d8+7 for 1 Sorcery Point and Action
Quickened GFB with 7th Level SB - 8d8+7 and 3d8+5 for 2 Sorcery Points and Bonus Action
Considerations:
- Shadow Blade attacks are made at advantage in dim light
- Shadow Blade can be thrown and resummoned as a bonus action
- Damage dealt is exclusively Psychic, Thunder, and Fire
- Sustainability could be improved by limiting smites (only use level one slots, wait for crits, etc)
- At character level 17, the base combo elements are maxed (level 7 Shadow Blade and 17th level Booming Blade) and could be used to do 8d8+7 to two enemies for only 1 Sorcery Point each turn. Your bonus action is then free for other uses, you retain spell slots, and Quickened GFB, Divine Smite, and Font of Magic recharge can be applied as you see fit.
- These numbers neglect to consider other possible damage sources (subclass choice, party buffs, self buffs, Booming Blade rider damage, etc)
... Thoughts?
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