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<blockquote data-quote="JD029" data-source="post: 7959489" data-attributes="member: 7022523"><p>Good point.  My Cantrip selection is packed for utility, but I'll see if I can fit it in.  And I just caught a mistake.  I don't have the Light Cantrip, that was from a previous version of the character that was a Light Bearer Aasimar.</p><p></p><p></p><p></p><p>Good points.  My thought was if I get to join a game that's not L1, I can just draw a line on my notes at the appropriate level, and my character is built for that level, having all of the abilities above the line.  Also, while the character is planned to L20, if something else emerges as more useful than what I have, I'm not opposed to switching something.</p><p></p><p>The Divine Soul Sorcerer has access to the Cleric spell list, and to Metamagic, both of which Wizards don't have access to as far as I've seen.  I get unlimited flight without using a spell slot, and a free +2d4 to turn a failed save into a success that I can use once between each short rest.  One level of Cleric gives me several more cantrips and a few more L1 spells, as well as armor and shield proficiency, and best of all, the Divine Soul Sorcerer basically gets everything by L19, so I don't really lose anything.  I have been eyeing other class dips, but, for the upper-level spells I want, I can afford more than the one level.</p><p></p><p>Ex: Since Sorcerers can swap out a spell at each level, at one point I'll have Etherealness and Plane Shift at the same time.  I'll create the forked metal rods needed to Plane Shift to the Ethereal Plane and Material Plane, after which I won't need the Etherealness Spell to spend as much time in the Ethereal Plane as I need.</p><p>When I get Wish, I'll use it to create a Demiplane, which I'll go to, create a forked metal rod attuned to it, and thereafter be able to go to my Demiplane whenever I want (with a 7th level spell slot) without leaving a portal behind to be followed.</p><p></p><p>I've also considered playing a Wizard with one level of Artificer to accomplish a similar outcome, largely because of the spells on the Wizard's spell list that Sorcerers don't get (though some like Demiplane I can make a work-around to get as stated above). I'm still looking into it. (A big reason for the one-level dip in both cases is Shield Proficiency, to go with the Shield Master Feat, so I don't take damage on a successful save from spells like Fireball, sort of like a Rogue's Evasion.</p><p></p><p></p><p></p><p>Two of the Feats give me +1 Dex in addition to some other stuff. And for the last Feat I figured the additional 40 HP would do more for the character than an additional +1 to an attribute modifier. Wile I appreciate the utility of a well played Bard, it's not a class I'm fond of, partially because they have to have audible components to their spells.</p></blockquote><p></p>
[QUOTE="JD029, post: 7959489, member: 7022523"] Good point. My Cantrip selection is packed for utility, but I'll see if I can fit it in. And I just caught a mistake. I don't have the Light Cantrip, that was from a previous version of the character that was a Light Bearer Aasimar. Good points. My thought was if I get to join a game that's not L1, I can just draw a line on my notes at the appropriate level, and my character is built for that level, having all of the abilities above the line. Also, while the character is planned to L20, if something else emerges as more useful than what I have, I'm not opposed to switching something. The Divine Soul Sorcerer has access to the Cleric spell list, and to Metamagic, both of which Wizards don't have access to as far as I've seen. I get unlimited flight without using a spell slot, and a free +2d4 to turn a failed save into a success that I can use once between each short rest. One level of Cleric gives me several more cantrips and a few more L1 spells, as well as armor and shield proficiency, and best of all, the Divine Soul Sorcerer basically gets everything by L19, so I don't really lose anything. I have been eyeing other class dips, but, for the upper-level spells I want, I can afford more than the one level. Ex: Since Sorcerers can swap out a spell at each level, at one point I'll have Etherealness and Plane Shift at the same time. I'll create the forked metal rods needed to Plane Shift to the Ethereal Plane and Material Plane, after which I won't need the Etherealness Spell to spend as much time in the Ethereal Plane as I need. When I get Wish, I'll use it to create a Demiplane, which I'll go to, create a forked metal rod attuned to it, and thereafter be able to go to my Demiplane whenever I want (with a 7th level spell slot) without leaving a portal behind to be followed. I've also considered playing a Wizard with one level of Artificer to accomplish a similar outcome, largely because of the spells on the Wizard's spell list that Sorcerers don't get (though some like Demiplane I can make a work-around to get as stated above). I'm still looking into it. (A big reason for the one-level dip in both cases is Shield Proficiency, to go with the Shield Master Feat, so I don't take damage on a successful save from spells like Fireball, sort of like a Rogue's Evasion. Two of the Feats give me +1 Dex in addition to some other stuff. And for the last Feat I figured the additional 40 HP would do more for the character than an additional +1 to an attribute modifier. Wile I appreciate the utility of a well played Bard, it's not a class I'm fond of, partially because they have to have audible components to their spells. [/QUOTE]
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