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  1. - Top - End - #1
    Ettin in the Playground
     
    Easy_Lee's Avatar

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    Sep 2014

    Default Working Sorcerer Builds

    People have a lot of trouble playing Sorcerers, it seems. With the release of Xanathar's, a lot of people want to try them out, particularly the new Shadow Sorcerer. But it's not easy to play one, especially at low levels. This is a thread dedicated to working builds for the class.

    The rules:
    • Build should come online during tier 2, if not sooner.
    • Build should be purely or primarily Sorcerer.
    • Include spell and Metamagic recommendations as well as role.

    Sample: Basic Buffer / Control
    Level 5 Sorcerer: Wild Magic
    Metamagic: Twin, Subtle
    Spells: Shield, Invisibility, Enhance Ability, Hold Person, Haste, Enemies Abound

    The idea here is to help allies and hinder foes. Twin is great in combination with spells like Haste and Enhance Ability to buff allies. Hold Person and Enemies Abound target Wisdom and Intelligence, which tend to be low saving throws for the types of creatures that you'd want to cast these on. Invisibility can target multiple allies at higher spell levels, and you can subtle cast it for snap-stealth that doesn't alert anyone. Subtle casting Enemies Abound is also pretty funny in social situations, I hear.

    This build only has just one first level spell, but it's a damned useful one. And if you end up with extra first level slots, you can always convert them to sorcerery points for more Metamagic, which is not a bad idea. Also don't forget you can create third level slots if you run out.

    Sixth level yields Bend Luck, which will let you reduce a foe's saving throw roll. Since you can do so after the roll, you'll know when to use this as long as the DM tells you what the roll was (DM's choice). This can be extremely useful to help ensure that a crucial target fails his save against Enemies Abound. You can also use this to help allies succeed since you'll know what they rolled for their saves.
    Breaking BM: Revised - an updated look at the beast-mounted halfling ranger based on the Revised Ranger: Beast Conclave.

  2. - Top - End - #2
    Orc in the Playground
     
    DruidGuy

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    Jan 2008

    Default Re: Working Sorcerer Builds

    Cleric 1 (Life) - Sorcerer X (we'll say 5 here) Divine Soul

    This allows for a pretty versatile spelllist (with lot of additions due to the 1 level dip from Cleric).

    S : 8 D : 10 Co : 16 I : 8 W : 14 Ch : 16

    Human Variant (point-buy 27) : 1st level Feat : Actor
    5th level Feat : Inspiring Leader

    Cantrips : 7 (3 Priest - 4 Divine Soul)
    1 - Cure Wounds - Bless - Healing Word - Shield of Faith - Absorb elements - Comprehend languages - Mage armor

    2 - Suggestion - Silence - Enhance Ability (can be changed for anything)

    3 - Haste - Counterspell

    Grab Twinned Spell for sure and for me it was Subtle Spell (since I act as the party's face).

    I'm basically a buff-debuff caster that act as the party's face in social encounters often.

    I also act as the main healer (Twinning Healing Words for generic survivability is always an option).

    Pretty viable so far. The spelllist isn't set in stone... so far... Cleric has opened me to Silence at level 2 (which is quite strong to restrain an enemy caster).
    Last edited by Gardakan; 2018-01-02 at 03:22 PM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    ClericGuy

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    Mar 2016

    Default Re: Working Sorcerer Builds

    Class: Fighter 1/Storm Sorcerer 6
    Race: Dragonborn (blue or bronze are the most thematic but also have redundant resistances)
    Stats: Str-15, Dex-10, Con-14, Int-8, Wis-10, Cha-16

    Fighter gives you all the AC you'll ever need, Str and Con saves, a fighting style (I'd go with Defense), and good starting HP. You won't be casting spells right out of the gate but you shouldn't have trouble surviving to level 2.

    Cantrips: Ray of Frost, Shocking Grasp, Prestidigitation, Light,
    Sorcerer 1: Chromatic Orb, Fog Cloud
    Sorcerer 2: Twinned and Empowered metamagic, Thunderwave
    Sorcerer 3: drop Thunderwave and get Invisibility and Dragon's Breath (XGtE)
    Sorcerer 4: Bump Charisma and grab Misty Step
    Sorcerer 5: Fly
    Sorcerer 6: Thunderstep (XGtE)

    Role in the party: Will start by providing cover with spells like Fog Cloud or Invisibility. Then the sorcerer provides long or mid-range damage. When things get crazy Misty Step and Thunderstep are there to get you (and sometimes a friend!) out of harms way.

  4. - Top - End - #4
    Pixie in the Playground
     
    BlackDragon

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    Jun 2017

    Default Re: Working Sorcerer Builds

    Glad I found this thread! I just finished creating a Shadow Sorcerer, although I won't get to play him, since I am always the DM. Here is what I went with:

    I wanted my Shadow Sorcerer to be a former soldier, so I went with a Mountain Dwarf to get the ST bonus and the ability to wear armor. Dwarves also get proficiency in a battle axe and that sweet CON bonus of +2. As a former soldier, I wanted my character to still hold on to his military days with regards to creed, weapons and armor, but also exploring this new found sorcery power.

    ST 14 DX 12 CN 16 IN 9 WS 10 CH 16

    I have his stats up to Level 3 so far

    Cantrips: Chilling Touch, Frostbite, Minor Illusion, Blade Ward
    Level 1: Feather Fall, Absorb Elements
    Level 2: Dragon Breath, Misty Step

    MetaMagic:
    Twinned to fire off double Chilling Touch or Frostbites
    Quickened to protect himself with Blade Ward as a Bonus action before Charging into Combat with his Battle Axe.

    If you are interested, I did a complete YouTube video of my Shadow Sorcerer build on my channel:
    Creating a D&D 5E Character - Shadow Sorcerer - Ulfgar Brazzik (Wally DM on YouTube)... of course, I can't attach a link yet cause I am new to the forums.

    Great to see so many cool sorcerer builds! :0

  5. - Top - End - #5
    Barbarian in the Playground
     
    WolfInSheepsClothing

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    Feb 2015

    Default Re: Working Sorcerer Builds

    Been playing a Kobold Divine Sorcerer and It's been a blast. We just hit lvl 5 and started with a lucky roll on stats. He is:

    LvL 5
    Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 18
    Metamagic: Quicken, Twinned

    Spells:
    Cantrips- fire bolt, mage hand(he's 2ft tall, can't reach the shelves), sacred flame, spare the dying, prestidigitation
    1st- cure wounds(free with good alignment), healing word, inflict wounds, mage armor
    2nd- mirror image
    3rd- animate dead, fireball

    With spells and Metamagic he can heal very efficiently, lvl 1 slots Twinned work wonders, and has a nice bit of offensive power for when needed but main role is support.

    Animate dead (repenting for the sins they committed in life) will be mobile shields to add to his defense or to get that pact tactics to work. For the most part, even at lvl 5 he's rarely need to use spells above 1st.

    Plan to get him command eventually.

  6. - Top - End - #6
    Orc in the Playground
     
    DwarfClericGuy

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    Nov 2014

    Default Re: Working Sorcerer Builds

    Well let's see, I feel like people have trouble because they just like the flavour of the class but then don't really plan out their spell selection according to their limited knowledge. I mean you are an arcane caster with amazing spells at your disposal so it's kind of hard to do poorly.

    So first things first when making a sorcerer is to ask is why a sorcerer? There must be either a specific meta-magic you have in mind (e.g. Subtle spell for use with charm spells and the like) or there must be a sub-class feature or lastly you already know your spell list and it's very small (but I'll ignore that case). If not just roll a wizard and call it a sorcerer.


    So general design philosophy:

    As a base:
    - avoid redundancy in spell selection, start with a damage and utility or social spell and expand with spells that do unique things, ideally you should have a variety of utility and social effects before taking a second dmg spell (barring that some dmg spells have useful utility) you can replace your dmg spell though as you level up.
    - Favour spells that are flexible or longer in duration.
    - Avoid taking niche spells before 5th level (e.g. things like comprehend languages or the like that will only be used in very specific situations).


    For specifics:
    Storm sorcerer offers mobility so focus on close range casting, using the bonus moment to stay mobile or disengage. There isn't really an explicit build other then that you can pick spells like Dragon's breath, fear, earth tremor and other close range spells you might normally have avoided.

    Enchanter (any subclass): Take subtle spell and Charm person. Expand to other material less enchantment spells as you get higher in level. Best for someone who likes to roleplay

    Shadow: The hound is like a better version of Heighten spell so take save or win type spells and target the biggest enemies. See yourself as a single target assassin so you'll also want ways to evade enemies and or reach your target.

    Divine: Take Twin spell and Empowered spell as your initial meta-magic. You will be aiming to be a healer and a buffer and these are the abilities that will make it worthwhile to be a sorcerer instead of just a cleric. You could optionally take quicken instead of Empowered.



    For a specific build I have in mind, though some choices here are thematic:

    Storm Sorcerer 3:
    Cantrips: Shape Water, Gust, Ray of Frost
    1st lvl spells: Earth Tremor, Fog Cloud
    2nd lvl: Dragon's breath (replacing a first level spell), Alter Self

    The main damage spell is Dragon's breath, Alter Self is more for social or general utility. Fog cloud is always useful for many situations and Earth tremor is great for making escapes since you can fly ten feet and disengage when using it, plus it doesn't make the noise of Thunderwave and the tripping is a better effect.

  7. - Top - End - #7
    Pixie in the Playground
     
    BarbarianGuy

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    Feb 2015

    Default Re: Working Sorcerer Builds

    Quote Originally Posted by Regulas View Post

    For specifics:
    Storm sorcerer offers mobility so focus on close range casting, using the bonus moment to stay mobile or disengage. There isn't really an explicit build other then that you can pick spells like Dragon's breath, fear, earth tremor and other close range spells you might normally have avoided.

    Enchanter (any subclass): Take subtle spell and Charm person. Expand to other material less enchantment spells as you get higher in level. Best for someone who likes to roleplay

    Shadow: The hound is like a better version of Heighten spell so take save or win type spells and target the biggest enemies. See yourself as a single target assassin so you'll also want ways to evade enemies and or reach your target.

    Divine: Take Twin spell and Empowered spell as your initial meta-magic. You will be aiming to be a healer and a buffer and these are the abilities that will make it worthwhile to be a sorcerer instead of just a cleric. You could optionally take quicken instead of Empowered.



    For a specific build I have in mind, though some choices here are thematic:

    Storm Sorcerer 3:
    Cantrips: Shape Water, Gust, Ray of Frost
    1st lvl spells: Earth Tremor, Fog Cloud
    2nd lvl: Dragon's breath (replacing a first level spell), Alter Self

    The main damage spell is Dragon's breath, Alter Self is more for social or general utility. Fog cloud is always useful for many situations and Earth tremor is great for making escapes since you can fly ten feet and disengage when using it, plus it doesn't make the noise of Thunderwave and the tripping is a better effect.
    Curious, why no Lightning or Thunder spells for the Storm sorcerer?
    the mobility is usable for any spell above 1st (I get that), but Chromatic Orb at least? Or Shocking Grasp (maybe you are waiting for Spell Sniper to stay out of attack range or for level 6 to get the riders?

  8. - Top - End - #8
    Dwarf in the Playground
     
    RedWizardGuy

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    Sep 2016

    Default Re: Working Sorcerer Builds

    Sorlock - Hexblade 1-3/Sorcerer (any) 17-19 (Optional take 1 Sorcerer level first for CON save proficiency), Concentration spells marked with a C.

    Suggested Spells:
    Warlock:
    Cantrips: Eldritch Blast, +1
    Spells: Hex (C), Armor of Agathys, Shield
    Invocations: Agonising Blast, one of Aspect of the Moon (take Warlock 3 to get this if your DM allows this type of cheese), Eldritch Spear, Repelling Blast or Mask of Many Faces.

    Sorcerer
    Cantrips: (Booming Blade/Green-Flame Blade if you want melee), +4-6 to taste (I usually take Message, Minor Illusion (C) and Prestidigitation).
    1st level: Absorb Elements If you are starting in the 1-3 range, take Sleep and swap it out at level 4.
    2nd level: Choices between - Hold Person (C), Invisibility (C), Misty Step, Suggestion (C), Levitate (C), Web (C), Shadow Blade (C)
    3rd level: Counterspell, Choices between Haste (C), Fireball, Hypnotic Pattern (C), Major Image (C, but you want to upcast this) and Fly (C)
    4th level: Choices between Polymorph (C), Banishment (C), Greater Invisibility (C) and Watery Sphere (C)
    5th level: Choices between Hold Monster (C), Cone of Cold, Wall of Stone (C) and Animate Objects (C).
    6th level: Chain Lightning, Disintegrate, Globe of Invulernability (C) or Sunbeam (C)
    7th level: Teleport or Reverse Gravity (C)
    8th: Dominate Monster (C) or another 6th level spell.
    9th: Wish.

    Metamagic choices:
    Twinned Spell
    Heighten Spell
    Quicken Spell (You probably want to take this at 3rd Sorcerer).
    Subtle Spell
    (Empower spell isn't very good for this build)

    ------

    Sorcadin Paladin 2 or 6/Sorcerer (any) 18 or 14

    For Paladin 2/Sorcerer 18. I would recommend Shadow Sorcerer.

    Paladin Spells (You only have 1st level spells available): Bless, Thunderous Smite (Stacks well with BB early, maybe swap it out later), Shield of Faith/Heroism (Bless will often be better, but this is still good), Rest is basically whatever you feel like.

    Sorcerer Spells (Really the spell list is very similar to the Hexblade/Sorcerer, this one focuses a bit more on Blade->Quicken Blade, making the Hold line much better):
    Cantrips: Booming Blade, Green-Flame Blade, Ranged Cantrip of choice (Fire Bolt/Chill Touch/Frostbite), +3 of choice (I like having Minor Illusion, Message and Prestidigitation).
    1st level: Shield, Absorb Elements. If you are starting in the 1-3 range, take Sleep and swap it out at level 4.
    2nd level: Hold Person is probably a must, rest is up to choice (Invisibility, Misty Step, Suggestion, Levitate, Web are all available options, but i'd have at most 3 2nd level spells)
    3rd level: Counterspell, Choices (Haste/Fireball/Hypnotic Pattern/Major Image/Fly)
    4th level: Polymorph is generally considered to be super broken, other choices are Banishment, Greater Invisibility, Watery Sphere.
    5th level: Hold Monster is the only standout here. Don't use it unless they have disadvantage on the save and have burnt legendary resistance. Other choices are Cone of Cold, Wall of Stone and Animate Objects (which is usually really good but it doesn't fit your build).
    6th level: Given the number of Concentration spells, Chain Lightning or Disintegrate is probably the right choice here (Globe of Invulernability and Sunbeam are the other two)
    7th level: Choice (Teleport/Reverse Gravity)
    8th: I'd probably just take another 6th, convert this slot into sorcery points or upcast IMO. Only decent option is Dominate Monster.
    9th: Wish, no contest.
    Last edited by Exocist; 2018-07-10 at 09:00 AM.

  9. - Top - End - #9
    Barbarian in the Playground
     
    BardGuy

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    Oct 2015

    Default Re: Working Sorcerer Builds

    Quote Originally Posted by Regulas View Post
    Storm Sorcerer 3:
    Cantrips: Shape Water, Gust, Ray of Frost
    1st lvl spells: Earth Tremor, Fog Cloud
    2nd lvl: Dragon's breath (replacing a first level spell), Alter Self

    The main damage spell is Dragon's breath, Alter Self is more for social or general utility. Fog cloud is always useful for many situations and Earth tremor is great for making escapes since you can fly ten feet and disengage when using it, plus it doesn't make the noise of Thunderwave and the tripping is a better effect.
    Dragons breath is a really odd choice. The spell directly competes with the storm sorcerers mobility ability and it wouldn't proc their level 6 ability either.

    I like earth tremor though. Thats some solid synergy.

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