Quote:
Originally Posted by
Fable Wright
If I were to put together a Paladin/Sorcerer/Warlock, I'd cap my Warlock to 4 at the very most, and probably stick with 1 level. Sorcerer levels cap your maximum number of sorcery points, so War 11/Sor 3 would waste the sorcery points they could otherwise get from breaking down their slots. I'd consider level 2 on a Greatsword Build for Devil's Sight if getting advantage is inconsistent for me and Shadow Sorcerer was disallowed . The third level would only be so that I don't have to burn a sorcerer spell known for Darkness, and to let it reset on a short rest. Level 4, obviously, would be for that ASI; we don't get nearly enough of those.
Still, it's usually best to cap it to 1 or maybe 2 levels.
TBH I think that if Shadow Sorcerer was disallowed, it’s better to go Fighter 1 / Bladelock X than Paladin/Sorcerer for Greatsword builds (they make pretty darn powerful builds too). But that aside, yeah, it’s true that War/Sor 3 will not be able to gain all the possible benefits of Metamagic.
Quote:
Originally Posted by
CaptainSarathai
I would almost definitely take them to at least L4 though, to keep up the ASI. They get 2nd level slots at Lv3. When Sorc gets Metamagic at Lv3, he has 3 Sorcery Points, aka a 2nd level spell.
I don't know how much you'd be relying on your Sorcery Points with even a pure Sorcadin. You only need 2SPs for Quickened spell, which seems like the cornerstone of the build (other than perhaps the Sorc spell list). Heightened Spell is still just 3SPs. The most pricey option is Twinned Spell, and at Sorc3 you are capped at only twinning 3rd level spells.
Well, Quickened Spell is great in how it increases your action economy, but at times Careful Spell can be even more important. It really depends on your build. But either way, one thing for sure, having a lot of it is a good thing.
Quote:
Originally Posted by
CaptainSarathai
By focusing on Warlock over Sorcerer, you get fewer slots, but they renew more often. One of the stated disadvantages of the Sorcadin is that they "burn hot" on resources, using their low level slots for Sorcery Points, and your high-level slots for Smites and actual casting. Warlocks can do that, albeit at reduced spell-level, but as long as your DM isn't stingy on Short Rests, you can do it more often and be less stingy yourself.
Well, as explained in the Multiclassing section, this depends on the nature of your campaign. If you get more than 2 short rests per long rest, you can hurl more spells, but if you get only 1 or 2 short rests per long rest, Sorcerers have strictly better spellcasting.
Quote:
Originally Posted by
CaptainSarathai
Unless your campaign goes to Lv20, you don't lose out much with multi-classing. Take every class to Lv4 and you only miss out on your last ASI and your 14th level ability, Capstone ability, and 9th level slots.
I will say that if you take Warlock beyond Lv4, you need to go BladeLock and go all the way to Bladelock12 for LifeDrinker, and go a 4/4 split on Sorc and Paladin. I think this build would more closely rival the Paladin11 build. LifeDrinker offsets Improved Divine Smite. You still get the extra attack. You're losing out on the higher level slots from Sorcerer, Wings from Drag Sorc, and Aura from Pally6, so I obviously wouldn't call it SkyBlue. And considering how much damage you can rock with Quickened Eldritch Blast and Crossbow Expert from straight SorLock, I'm not sure how much the Paladin levels are worth - which kind of defeats the purpose of the guide.
Well, if you want damage bonuses from CHA, Oathbreakers get it at level 7 via Aura of Hate, so I think it’ll be better to just go Oathbreaker 11 for 5+1d8 extra damage per hit (this
potentially rivals the damage of a level 20 fighter with S&B). And if you’re going Bladelock 12, I think that it’s just better to go normal Bladelock... Bladelocks are a pretty cool class too. I think leveling up in so many classes will disperse your power and also create points where you don’t gain much fro, leveling up, which can be frustrating in actual gameplay. It does look fun, but to be honest I don’t think it really seems like something to put in a guide about Paladin/Sorcerer optimization. If anything it’s a variant of Bladelocks.