Their first adventure went very badly. The cultists summoned a Pit Fiend moments before the party smashed down the door. It would've been a TPK but it amused the Pit Fiend to turn the broken Life Cleric.
If your DM allows it, coffeelocking is very thematic too, of course she doesn't want to sleep because then your party might try to leave you and we can't have that!
@@daloypolizei well I'll be dammed, my French ass never understood that and kept it as if you picked cleric at 1st lvl or something... Although, I don't think the question ever came up (people usually don't multiclass late into cleric in my groups)
I bet y"all that half of the time that Chris expends creating this builds is just to make the puns on the beginning of the videos. "Overly attached girl fiend" you're the best, dude. 😂😂😂
When we had a wild magic sorcerer in our party, everyone referred to the wild magic surge table as the fun table, and every single time he rolled on it (even when he rolled fireball) it was fun.
If Strixhaven backgrounds aren't allowed at yor table Dragonmark races are, this build can still be done using Mark of Healing Halfling, adding Aura of Vitality to your spell list.
If none of those are available you can make a fairly similar build with Lore Bard and the Metamagic Adept feat, but you only get to extend the aura twice per long rest ¯\_(ツ)_/¯
Mark of Healing Halfling adds Aura of Vitality to the spell list, and allows you to avoid the Quandrix background. You lose a feat, but that can be easily built around. I think it's much more likely that the DM allows the dragonmark races than the Stixhaven backgrounds.
I have seen a chart assigning Surges to calculate benefit for near enemies or near allies. They do this by assigning each roll to good, neutral, or bad for the two positions. when all is said and done it seems the optimal position to use of wild magic surge is to stand near enemies and away from allies. so leroy jenkins frontline builds give you the best math.
NOTE: DnDBeyond allowed me to select Aura of Vitality as a spell from the Sorcerer spell options. I did turn on the character options on the first page of the character builder and in the Class selections page, so either or both of those may need to be turned on to make that happen. Also made sure to select my Sorcerous Origin prior to spell selection, which may also be a factor. Hope this helps anyone struggling with that part of the build.
Did you think it was really good? Oh, that makes me so happy, it's like we're meant for each other...I'm being silly, I don't even know you, but wouldn't it be crazy if we did get married? Haha, just kidding...right?
Whenever I have an extra point to leave in a dumped ability score, I pick Strength just to slightly increase long jump distance and carrying capacity. Also a good idea here, since this girl will be carrying the party. 😇
This is a cool and fun character who I think would make for a fun experience at play. I personally imagine someone who's oblivious to the aura of danger coming off of her just sincerely being grateful and welcoming while everyone else leaves their Wisdom turned on and tries to keep a safe distance, maybe two of the more chaotic types place bets on how that'll turn out. Very nice, thank you.
My house rules/homebrew fix: wild surge happens when you roll at or below a threshold, which starts as 1 and increases by 1 every time a wild surge DOESN'T occur. For tides of chaos, basically you can use it once for free each day, then it will set your threshold to 19. When a wild surge occurs, you regain tides of chaos (that will, again, set it to 19 if it's not the 1st of the day) So, by getting yourself advantage over and over, you can roll the surge table over and over if you wish to (no player has gone that mad in my tables yet)
That was such a well-rounded concept! You also seem to have put in extra effort on the script this time to complete the picture. Once again, however, jumping to level 6 in Warlock led you to pick more 3rd-level warlock spells that you could have by RAW. Each level, you gain one and can replace one. So at level 6, you would be able to have a maximum of four 3rd-level warlock spells: one for leveling up to 5, one replaced on that level-up, and the same for leveling up to 6. Picking up two of dispel magic, fly, fear or counterspell from sorcerer instead when you take level 7 there would work, though, so you can focus on getting at least the warlock-exclusive spells (shroud and shadowspawn) from there.
Alternative build could be to replace sorcerer levels with Lore Bard and pick up the meta magic feat. Not as consistent, but still makes the build work without Strixhaven
I like flawed characters that still make sense for adventuring and are optimized to the point their flaws mostly just make RP more interesting. This makes for fun game play and amazing cooperative story telling.
I wonder if we could theme an entire party around this. Make sure EVERYONE has features that boost healing received, boost saves, provide resistances, heal party members, prevent damage, regenerate, and so on. Call your group The Immortals and just shrug off everything.
Its a fun build; I always enjoy these quirky RP concepts infused with optimized mechanics. That said, it is a reminder how difficult it is to get Sorcerers to function right on D&D Beyond. Any time the option exists to switch out spells between classes, it becomes a massive inconvenience. If anyone has a workaround they are aware of, feel free to share it here
It's great how you tied the optimization to a fun thematic character! Made this video much more entertaining and helps inform the RP side of the build :) Loved it!
What an awesome build! Love the addition of a fun character theme over an optimized frame. The Disney princess build featured a similarly great combo. Keep up the fantastic work!!
I ran a campaign all the way to level 14 with a wild magic sorcerer in the party. If he cast a spell and his Tides of Chaos wasn't available, he'd ask if he could roll on the table. I said yes probably 90% of the time. The only times I said no were when the spell was cast in a very non-stressful situation (generally an out of combat utility spell), or if it had already happened multiple times in that session already (there were combats where the sorcerer would get Tides of Chaos and then immediately use it on a saving throw and then repeat that every single round, and eventually the answer became 'no'). He did turn into a sheep once in the middle of a combat. It was great.
Aura of Vitality is also available through the Halfling (Mark of Healing) expanded spell list from Eberron: Rising from the Last War, official source book. That is if you can't get an expanded spell list through a background or divine soul expanded cleric spells.
The wild Magic sorcerer playing at my table has so far had mostly decent luck, either having interesting flavor stuff or beneficial things. Like last session he was grabbed by a homebrew sand troll (take that flying character), it happened to roll the number where you get to teleport to 60 ft to an unoccupied space you can see. But the biggest thing it has added to the table is laughs. And a convenient conceit for if he misses a session. If this is a session and they're out on campaign, we have agreed that he attempts to cast a spell and that's turned into a potted plant carried by a party member. The self fireball has not come up in the game yet, but it did happen in the group's collective backstory in the army. They all get a little nervous when he starts slinging magic. The thing is, he's been chasing that fireball power rush ever since, and after five levels of play finally got it down
@@TreantmonksTemple If we went cleric 1/ sorcerer 5 to we could get the combo at lvl 6 instead of 8. How do you feel about that route mechanically and thematically?
For the Aura combo, i prepared my moon druid to take Metamagic Adept to get Extended and Sublle Spell, get Aura of Vitality at lv 5 and multiclass to life cleric at lv 6. I m looking forward to that combo for a long time now
You can take aura of vitality with divine soul sorcerer because you take a cleric dip. Even with the interpretation of it being a cleric only optional feature, it says those spells are added to the cleric spell list at level one. Therefore it is in 'your' cleric spell list, ergo can be taken as DSS. Mark of healing halfling is also an option, and probably better thematically (although poorer mechanically)
Aura of vitality through Divine Soul Sorcerer is interesting. I never thought of the interaction where Tasha's spell selections weren't just expanded spell lists. Does this have other unintentional interactions?
Eldritch Knight and I think Arcane Trickster don't get the Wizard optional spells: the ones that weren't introduced in TCoE anyway. Though they are spells you'll have to use your unrestricted spell known for, and I don't think Enhance Ability, Speak with Dead, or Augury/Divination are worth that selection.
The makers of the spell app on my phone certainly think the optional cleric spells apply equally to divine soul sorcerers. These things should be stated more clearly
24:55 Funnily enough, you actually are forced to quicken the leveled spell, not the bonus action cantrip. While people do this all the time, the actual rule is: "A spell cast with a bonus Action is especially swift. You must use a bonus Action on Your Turn to cast the spell, provided that you haven’t already taken a bonus Action this turn. You can’t cast another spell during the same turn, except for a cantrip with a Casting Time of 1 Action." Since a cantrip is a "spell", when you want to use quickened spell to cast a leveled spell+cantrip you actually have to quicken the leveled spell, not the cantrip by RAW. It rarely matters, but does have some impact if you have Action Surge, since there is no way to cast two leveled spells with Action Surge and cast a quickened cantrip on the same turn. I think most DMs would allow it, but yeah it doesn't work by RAW to quicken a cantrip while actioning out a leveled spell.
You can sidestep this issue entirely by using your leveled spells before declaring a quickened cantrip. This is possible because the restriction imposed by casting a spell with a bonus action does not kick in until you have actually done so.
I had a wild magic sorcerer in the Curse of Strahd game I was running who themed himself as being an ice specialist, so I made him a custom wild magic surge table with a good mix of chilly and spooky effects! It was great fun. Of course I was blasting tides of chaos back at him all the time too.
Most tables I watched or played as/with a Wild Magic Sorcerer, there's aways a house rule to boost it, usually its either it culmulates every time you roll it until you go to the table (1st time it's a 1 on the d20, 2nd is 1-2, 3rd is 1-2-3, and so on, until you hit it) or you pick a number on the d20, if you roll it, you will go to the Wild Magic table. Or, my favorite, both at the same time. Every time you cast you pick a different number, and they will be culmulating until you roll one of them and go to the table. Another thing that is very commom is that most DM you have you roll wild magic almost, if not, immediately uppon you using Tides of Chaos. This is not a house rule, just the way your DM will be playing.
My little level 1 party was killed by that fireball... best TPK ever! I know we have a houserule to roll the table to recharge tides of chaos ANY time that the DM wants... but
Nice concept, I came with something similar a while ago, but this was a Aasimar Life Cleric/Divine Sorcerer, inspired by Mercy from Overwatch (a support Valkyrie).
The 14th level Wild Magic feature is so great. Advantage on surges makes the character so good, especially if you can grab a Feywild Shard so you can surge anytime you spend a SP. Could throw in dwarves Fortitude and the Bloodwell Vial too. How much crazy can we fit in 1 character? Wand of Wonder as well?
We had a crazy wild magic event when our DM created a massive and amazing dungeon that always triggered Wild Magic surges when one cast a spell of a certain level or higher with a ton of homebrew. He did not expect my character to die or to be replaced with a Warlock right before the dungeon. Even less with an RP Warlock without Eldritch Blast. Long story short: we started a bossfight, and all I had was big spells. 1st cast: 7, Fireball the entire party 2nd cast: 99, regain all my spell slots 3rd cast: 100, trigger 2 surges at once 4th cast: 1, basically got a wish
After the third time of dropping a fireball on the party, I’m not allowed to play a wild magic sorcerer anymore. I do love this concept though and love the image of accidentally dropping a fireball on the party while trying to heal them up.
Just a note about Bend Luck. You cannot use it on yourself for your attacks, saves or ability checks. It says "when *another* creature..." without including that you can also choose yourself. It's still good for supporting your allies on the super important rolls, but it won't combo with the dark one's own luck to give you 1d10 and 1d4 added to your saves
If the Quandrix background is available I might even just go from Life Cleric 1 straight through to like, Celestial Warlock 5? Can theme her more like a Pathfinder kineticist than a D&D warlock, and treat the Celestial patron as if it were the Undying Light patron from UA flavour-wise. Her desire to protect others is so strong that she opened a conduit to the positive energy plane through sheer willpower… and now that conduit is a part of her, forever. You can go Divine Soul sorcerer after that for extra spell slots, maybe?
Love that concept. I have built character on aura of vitality focus in home campaign with divine soul 5/celestial warlock 3/life cleric 1, but this concept is much cooler
Wild Magic is a bad design, because it puts the burden to remember things on the DM. It should just be automatic when you use Tides of Chaos that the next levelled spell sets off a surge.
If their intention was to give the DM some control over when surges happen for narrative purposes they should've followed the "Yes, but..." method. As in, "yes you get a surge after tides of chaos, but your DM can overrule this if they wish".
Put it on the players. I'm not going to remember all that. No, that doesn't mean they can just abuse it to get unlimited advantage. I'd just tell them after each cast if they want to try and set off the surge to roll for it. Probably just roll d10 and a 10 recharges the ability.
Our sorcerer just hands a card to the DM for tides of chaos and the Dm just hands it back if they choose to trigger it. It's super quick and easy for the DM.
Goodberry still seems useful even without the Disciple of Life interaction. Warlock slots refreshing on a short rest works great with a 24 hour duration. That said, 10hp might not really matter much once you reach Aura of Vitality. :)
Not sure if this is in your plans but New UA has recently been announced. I'd be excited if you go in depth with the new subclasses and feats for a video.
I like the mechanics! Excited to try it out. I have some reservations about the concept though. Friendly reminder to my fellow men-folk: be respectful and recognize that stereotypes can be harmful.
Since you spend a lot of time talking about Wild Magic, I want to mention that my table homebrews it so the sorcerer has to roll a 5 or lower to get to roll on the Wild Magic table (so 25% chance of it happening) and the player will be able to decide if they want to roll on the Wild Magic table to regain a use of Tides of Chaos (because while thematically, it would make sense for the DM to make that decision, mechanically it should be the player's decision).
The optional rule in Tasha's add spells to the class's spell list. Nowhere does it single out only the base class of the added spells can take them. So if your subclass or feat allows you to access a specific set of class spells and Tasha's is DM approved they are open to all. Whoever is ruling otherwise I would love to hear the specific rule that takes away the general rule.
It’s because Tasha’s grants “optional class features” that give you additional spell options If you are a sorcerer you cannot select optional class features from other classes. That’s the way the dnd beyond devs have interpreted raw and thus is how they coded it.
@@4yulming448 I disagree as the expanded spell list is just that and if the spell list has been approved by the DM the spells are now officially on the Cleric Spell list, which can be accessed by a Divine Soul Sorcerer.
Yeah you've got a super good character, i'm not gonna lie ! I was expecting it though, after all you are a sorlock with one level in cleric, it's hard to be inneficient with the big charisma combo, even if you stretch a little wisdom in it.
I...think I just disagree with taking warlock to level 6 in this build from an optimization standpoint. Let's say this 13th level character just went Cleric 1, Warlock 2, Sorc 10 instead. At Sorcerer 10 we have 3 fouth level spell slots, and 2 fifth level spell slots. We can use these to upcast aura of vitality or fireball if 3rd level spells is really what we want to do. That's 5 more castings of 3rd level spells. Plus we get 4 more sorcery points--could convert those (plus one more sorcery point) into another 3rd level spell slot, for 6 castings of 3rd level spells. What does Warlock get us? Well, with the "Treantmonk adventuring day" used to calculate the baseline, there is one short rest per day, so it gets us 4 castings of 3rd level spell slots. If we're playing in Adventure League, last I checked there's a cap of two short rests per day in AL, so we might get 6 castings of 3rd level spell slots (about the same as the Sorc 10). We're not really gaining resources by doing this. In fact we're losing resources (we can cast 3rd level spells just as much, or maybe a little less, but can no longer use pact magic slots on 1st level spells like shield, silvery barbs, and hex). And we're losing some strong options (presumably we'd grab some 4th and 5th level sorcerer spells, even if we much of the time up-casted Aura of Vitality for theme reasons). And during the entire gap between character level 9 (when both builds are cleric 1, warlock 2, Sorcer 6) to character level 11, there's no question which build is providing more 3rd level spell slots. Warlock needs 3 more levels of investment before we get additional 3rd level slots. Taking more levels in sorcerer to me looks like it's hitting all the same themes, but just has more resources, and the option of higher level spells. In exchange for some warlock features that are...solid features, but don't look thaaat core to the build (Dark One's Own Luck, Gift of the Ever Living Ones).
Fantastic points. The 180 of leveled spell progression near the end of Tier 2 is hard to overlook. This character is exceptional in its narrative. I love it, and it'd do well enough while nailing the initial goal--assuming Aura of Vitality is allowed. Gift of the Ever Living Ones is going to be excessive more often than not though. We've got sources of temp hp and will be in the back as much as possible. The Boon/Invocation even if stretching to Fiend 3-6 could be much better spent. Wild Magic would also have a lot more potential with additional Sorcerer Spells Known since casting our Warlock spells cannot trigger Surge. If the campaign plans to reach Tier 4 then pushing Sorc also ends up with Controlled Chaos. Rolling on the table twice and choosing which result happens would feel amazing late game. Reliably takes the edge off when the stakes in combat are determining the fate of your world rather than just your beloved party. I think Peace 1 could easily substitute Life here and probably make out mechanically. Especially in a smaller party. Might even be more thematically appropriate. We start off as a happy-go-lucky person--everything is peachy. We have our friends, and we want to keep them close. The Bond with them is so fantastic! We should never part. Something happens to them. To us. Yatta yatta. Enter d4s for days. Mitigate a lot more damage with better offense, defense, and ability checks (Stealth/Initiative/Grapples). Skipping out on Dark One's Blessing is hardly missed. Healing outside of combat is still potent since Extended Spell does a little bit more of the heavy lifting. Oh, and you actually convinced one of the party members to tie the knot? Now you've found real Peace (2). Gets you a better Channel Divinity option than Life did with only 2 levels fueling it. We can simultaneously disengage and avoid TPKs with one action potentially. We're not leaving without our soulmates. If we don't need it before a short rest, great. By level 13 we can use it to replenish another 3rd level slot.
I think Gift of the Ever Living one's is partially on theme at least, but having a familiar is 100% on brand. Our own little friend who loves us very very much. A friend who could never, ever, leave us. The perfect friend
I came to the same conclusion when trying to make a maximum lifeberry build. Spell progression for full casters is so strong that every level dip in Warlock hurts a lot.
Taking Warlock to level 6 does still give you more spells known, help you meet baseline damage, and meet the thematics. I do agree that it is probably weaker.
@@wassentme1891 Not sure how going back to warlock helps us meet baseline damage. If you have warlock 2 with hex, you already meet baseline damage (although at some levels of this build we won't cause we'll be behind on ASIs, but going back to warlock doesn't catch us up on ASIs). Spirit Shroud potentially lets us beat baseline when we finally get it at level 12, but...I'm just not very impressed--it only boosts our damage against enemies within 10 feet. I just don't think you want to walk into 10 foot range of every enemy you eldritch blast, especially if you're also using repelling blast. Also lasts for a minute instead of lasting for an hour like Hex, and barely deals more damage (d6 -> d8) unless you use a 5th level slot (2d8) which we don't have if we go sorc 6 warlock 6. Looking at Treantmonk's warlock spell selection, only really Summon Shadowspawn jumps out as something sorcerers don't normally get (a summon). Although even that...if your DM is using Fizban's Treasury of Dragons, Summon Draconic Spirit is on the sorcerer list in that book. And...even if we don't have access to Fizban's, well if our DM is allowing us to get Aura of Vitality through Divine Soul Sorcerer, then they also almost certainly allow us to get Summon Celestial. So...it shouldn't be too hard to get a summon if it's important to the build. Going back to warlock I don't actually think really raises the DPR of the build compared to just taking more levels in sorcerer. At least not with the build selections presented in the video.
I would love if you add on those build recomendations of magic itens. Many times we use this builds in one shots, and often dms let you pic up to 3 magic itens.
Loved this build but I was really disappointed about the weird rulings on the way Divine Soul couldn't access Aura of Vitality. So I made my own build over on my channel if anyone is interested in seeing an alternative take. I won't post a link since that seems somewhat impolite, and I'll give the short version here so people don't need to view the video to get the gist of it: Race: Custom Lineage for Metamagic Adept, Twinned and Extended Spell Classes: 6 Levels for Lore Bard, grab Aura of Vitality at level 6 1 level in Life Cleric 5 Levels of Sorcerer for more metamagic
So important, remind your storyteller what your class features do! We have so much to keep track of, if you can trigger an effect by casting a spell PLEASE TELL US.
I thought i remember reading that the life domains feature only ticks on the first instance. So i dont think aura of vitality gets those additional points of healing from the life clerics feature (deciple of life) after the first instance. Cuz i remember thinking (oh this spell is awesome with life cleric!!! Its basically the new healing spirit!!!) Then upon further research i saw others saying it doesnt work like that. Because desciple of life says "whenever you USE a spell" so aura of vitality's extended effects dont stack with it.
Yeah gonna just ignore Dnd Beyond on this one.. RAW if your using the optional feature it "Expands the Cleric spell list" and it does not specify on any of the spells a required cleric level either. If they INTENDED for it to be that way.. they worded it poorly as WotC do... often.
Circle of Stars Druid with a 1 level of Life Domain Cleric and take the Metamagic Adept feat. So twice a day you could do average 400 hit point healing.
Waiting until 8th level for the entire reason you built the character to come online is pretty rough (assuming you don't run lifeberry). I understand why you're starting with Cleric and Warlock first to try to optimize your AC and damage right away, but if the entire point of the character is to have this healing combo then going into Warlock that early is just holding you back. Personally I'd go Sorcerer 1 > Cleric 1 > Sorcerer 4 to begin with. Having good AC at level 1 isn't the super necessary unless your DM is particularly mean, and starting with Sorcerer gives you CON Save proficiency which opens up an ASI/Feat choice. Actually, going this path I'd probably just go Dwarf if you have flexible ability scores so you can't be slowed by heavy armor. Alternatively you can do Wood Half-Elf with Fleet of Foot to have the same speed in heavy armor you would as a Dwarf, and get the +2 CHA and +1 to two other stats. After character level 6 you can continue however you see fit.
I do think he's overvaluing the Warlock addition, but it seems like that became a central part of the theme he had in mind with the old meme image girl.
Love the premise. Familiar pact and invis imp whispering in her ear nobody can see. Plus the invocation for self healing and ability to heal at range through several ways... celestial would be overkill but id lean more cold or stone genie but flame does get some nice damage over time esp if you toss out oil, ball bearings, etc. Dragons breath invis imp.
RE the Divine Soul Sorcerer spell list, as written it seems like the Divine Soul Sorcerer doesn't get access, which in my mind is dumb. It basically means new spells for Clerics (such as Summon Celestial) can't be chosen, since they are restricted to that optional class feature. I think most DM's would allow it, but in things like AL I'd have to say probably not.
Already did this build, but i am a Divine Soul Sorcerer, for the access to cleric spell list as a sorcerer, then my warlock levels are just untill lvl 3 for the Aspect of the Moon, and my patron is Hexblade so i can use Charisma for my weapon attacks. Healer Cleric 1/ Warlock 3/ Divine Soul Sorcerer 16. So i don't need any setting specific material to get the same build, and i still get a really good scalling untill HIGH level. Would be losing only on 9th lvl spells, wich i could use spell scrolls when needed. And aura of Vitality can just get with spell scroll
If strixhaven isn’t a allowed you can go mark of healing halfling to get aura of vitality and other great spells like greater restoration and mass healing word
When I had a player that had wild magic sorcerer, I asked them to make sure to roll their d20/wild magic surges for themselves, and I sorta wonder why it doesn't work like that on default. A dm can't be 'playing' 5 characters while also keeping the world in check.
Is there any reason not to start with Sorcerer at 1 to get that Con save proficiency, then resume the build with life cleric etc? You'll have one level with bad defense but level 1 usually goes so fast anyway...
I love wild magic, and the table. Unfortunately when I ran a WM Sorcerer we were playing online and the macro my DM used for the table didn't roll a d100, it rolled a d10. So self fireball happened 20% of the time (realistically a lot more due to the 1-2 result). It only took a couple of near TPKs for us to figure out what was happening 😂 The fates balanced though, I later got 2 unicorns during the campaign, both times almost certainly saving my life.
So, I played an earth genasi cleric, and pissed the DM off by bonus action casting blade ward and taking the dodge action while I have spirit guardian active.
The twilight cleric in his mask and cape and black plate armor keeps muttering about how he's "the night", but I feel much safer around him than this character for some reason. Not sure why.
looooooool didn’t know that the extended cleric spells did not extend to DS sorcerer… DM prob would’ve liked to have known that before our campaign ended… OH WELL LOL
@@TreantmonksTemple I think the key bit in Tasha’s is, in the ‘additional cleric spells’ optional class feature, this line: ‘Xanathar’s Guide to Everything also offers more spells’. In Tasha’s the spells are included as an optional class feature, because they are adding some existing spells to a class list. In Xanathar’s they are just introducing new spells, so they put them in their own ‘Spells’ chapter. It is an editorial book layout decision. Both Tasha’s (page 27) and Xanathar’s (in the Spells chapter page 147) talk about how to consider introducing these spells into your campaign, eg. so they do not suddenly all appear on the existing character’s list like their deity just unlocked a magical dam. The intent with Tasha’s is therefore that the spells in the optional class feature are part of the cleric spell list, if your DM agrees, and therefore also accessible to the divine soul sorcerer. Apparently there was a mod post on DnDBeyond that they would not add the Tasha’s optional cleric spell list for divine soul sorcerers. The user forum post referring to this also noted that Jeremy Crawford had said (in 2017) that he thought any cleric spell should also be accessible to a divine soul sorcerer.
That's rough with the supposed intent regarding aura of vitality not being available to Divine Soul Sorcerers. It seems needlessly inconsistent and confusing... Which seems par for the course given the ruling on lifeberry.
ב"ה Why don't you take a charisma based attack cantrip with your strixhaven initiate? Using Firebolt will make level 1 a lot easier (and allow you to use a shield). Anyway, in our table we don't allow Strixhaven, But just recently I've built a mark of healing halfling (from Eberon, which is allowed) that is a straight class fiend warlock and is about to use Aura of Vitality whenever a spell slot is available before a short rest. That character have 13 wisdom anyway, so I might as well take a level dip in life cleric, but I am not sure it will work well thematicly. Though since this Race doesn't get a charisma bonus I took pact of the blade and my main attack stat is Dexterity.
A background of having their previous party killed as they couldn't save and traumatized them. So delved deep to make sure no one else dies.
Their first adventure went very badly. The cultists summoned a Pit Fiend moments before the party smashed down the door. It would've been a TPK but it amused the Pit Fiend to turn the broken Life Cleric.
If your DM allows it, coffeelocking is very thematic too, of course she doesn't want to sleep because then your party might try to leave you and we can't have that!
Something so wholesome about the overly possessive insomniac that watches everyone sleep and is insanely jealous at all times.
@@CaptainBadass Nah, that's not wholesome, that's called being touch-starved
usually the penalty is exhaustion without restoration spell. I think this character can live with that
I wouldn't play a coffeelock in a party with my friends, because I want to keep them.
I like to call Coffee-lock _Healers_ *"Cocoa-locks"* 😁
Just as a note, with life cleric you would still get heavy armor proficiency even if you didn't start in cleric
Yes, I wanted the armor at level 1 to have decent AC from the start
When did that change? It's an errata? I need to look this up :O
@@darknesseatk it never changed, heavy armor for clerics is a subclass feature not part of the class’s starting proficiencies
@@daloypolizei well I'll be dammed, my French ass never understood that and kept it as if you picked cleric at 1st lvl or something... Although, I don't think the question ever came up (people usually don't multiclass late into cleric in my groups)
you would miss out on sheild proficiency
I bet y"all that half of the time that Chris expends creating this builds is just to make the puns on the beginning of the videos. "Overly attached girl fiend" you're the best, dude. 😂😂😂
When we had a wild magic sorcerer in our party, everyone referred to the wild magic surge table as the fun table, and every single time he rolled on it (even when he rolled fireball) it was fun.
Had a DM that just applied it to all Magic, every spell.
Was a great idea.
Just go play dark heresy as a psyker that’s is just what the game is. Wild magic on everything.
If Strixhaven backgrounds aren't allowed at yor table Dragonmark races are, this build can still be done using Mark of Healing Halfling, adding Aura of Vitality to your spell list.
I was gonna suggest the same.
@@Synetik Same!
Plus.. you'll be playing a halfling!
If none of those are available you can make a fairly similar build with Lore Bard and the Metamagic Adept feat, but you only get to extend the aura twice per long rest ¯\_(ツ)_/¯
Mark of Healing Halfling adds Aura of Vitality to the spell list, and allows you to avoid the Quandrix background. You lose a feat, but that can be easily built around. I think it's much more likely that the DM allows the dragonmark races than the Stixhaven backgrounds.
and that really says something about the backgrounds lmao
I have seen a chart assigning Surges to calculate benefit for near enemies or near allies. They do this by assigning each roll to good, neutral, or bad for the two positions. when all is said and done it seems the optimal position to use of wild magic surge is to stand near enemies and away from allies. so leroy jenkins frontline builds give you the best math.
NOTE: DnDBeyond allowed me to select Aura of Vitality as a spell from the Sorcerer spell options. I did turn on the character options on the first page of the character builder and in the Class selections page, so either or both of those may need to be turned on to make that happen. Also made sure to select my Sorcerous Origin prior to spell selection, which may also be a factor. Hope this helps anyone struggling with that part of the build.
I'd love to see a sage advice on this haha
You are way too good at the whole unhinged levels of attached thing. It was actually really disconcerting, also, great video!
Did you think it was really good? Oh, that makes me so happy, it's like we're meant for each other...I'm being silly, I don't even know you, but wouldn't it be crazy if we did get married? Haha, just kidding...right?
@@TreantmonksTemple I would be watching out for the last line ‘A creature can benefit from this rite again only if widowed.’ 🤔😉
This.... some how this.... is the greatest story told through game mechanics in all of history 👏 🙌
Nicely done Chris!
Whenever I have an extra point to leave in a dumped ability score, I pick Strength just to slightly increase long jump distance and carrying capacity. Also a good idea here, since this girl will be carrying the party. 😇
Put extra point in strength, because it actually gets used. 100% agree.
*ALWAYS*
Wish more abilities had SOMETHING that worked off of the actual score and not the modifier so odd numbers didn't feel like such a waste.
@@nessesaryschoolthing true!
I love it when you make a character with a really strong theme. Makes me immediately want to play it!
This is a cool and fun character who I think would make for a fun experience at play. I personally imagine someone who's oblivious to the aura of danger coming off of her just sincerely being grateful and welcoming while everyone else leaves their Wisdom turned on and tries to keep a safe distance, maybe two of the more chaotic types place bets on how that'll turn out. Very nice, thank you.
Hello today Chris! Did a little music listening, now returning to my quest!
Thanks for the company while I work! 💜
Any time!
The ceremony joke really got me, comedy gold.
My house rules/homebrew fix: wild surge happens when you roll at or below a threshold, which starts as 1 and increases by 1 every time a wild surge DOESN'T occur.
For tides of chaos, basically you can use it once for free each day, then it will set your threshold to 19. When a wild surge occurs, you regain tides of chaos (that will, again, set it to 19 if it's not the 1st of the day)
So, by getting yourself advantage over and over, you can roll the surge table over and over if you wish to (no player has gone that mad in my tables yet)
That was such a well-rounded concept! You also seem to have put in extra effort on the script this time to complete the picture.
Once again, however, jumping to level 6 in Warlock led you to pick more 3rd-level warlock spells that you could have by RAW. Each level, you gain one and can replace one. So at level 6, you would be able to have a maximum of four 3rd-level warlock spells: one for leveling up to 5, one replaced on that level-up, and the same for leveling up to 6. Picking up two of dispel magic, fly, fear or counterspell from sorcerer instead when you take level 7 there would work, though, so you can focus on getting at least the warlock-exclusive spells (shroud and shadowspawn) from there.
It sounded like you had a ton of fun with this one, just like the Disney Princess build 👸🏼.
Hopefully more jokey characters/good builds, on the way. 🙃
Alternative build could be to replace sorcerer levels with Lore Bard and pick up the meta magic feat. Not as consistent, but still makes the build work without Strixhaven
I like flawed characters that still make sense for adventuring and are optimized to the point their flaws mostly just make RP more interesting. This makes for fun game play and amazing cooperative story telling.
I wonder if we could theme an entire party around this. Make sure EVERYONE has features that boost healing received, boost saves, provide resistances, heal party members, prevent damage, regenerate, and so on. Call your group The Immortals and just shrug off everything.
Well, he already has a barbarian build that's perfect for this!
It's like a TF2 team of all medics
You can combine this with a zealot barbarian and ceremony. Get married until death, barb dies, raise for free, profit.
@@petenell5807 Sounds like a weird thing you can do in D&D
Not even two minutes into the video and I already want to roll play this character so much!
The theme of this character is absolutely hilarious. Thanks for the laughs!
Its a fun build; I always enjoy these quirky RP concepts infused with optimized mechanics. That said, it is a reminder how difficult it is to get Sorcerers to function right on D&D Beyond. Any time the option exists to switch out spells between classes, it becomes a massive inconvenience. If anyone has a workaround they are aware of, feel free to share it here
I disagree with you on the Goodberry, but this is some quality puns. I am now unconscious from psychic damage... if only someone could heal me. 🤣
It's great how you tied the optimization to a fun thematic character! Made this video much more entertaining and helps inform the RP side of the build :) Loved it!
What an awesome build! Love the addition of a fun character theme over an optimized frame. The Disney princess build featured a similarly great combo. Keep up the fantastic work!!
I ran a campaign all the way to level 14 with a wild magic sorcerer in the party. If he cast a spell and his Tides of Chaos wasn't available, he'd ask if he could roll on the table. I said yes probably 90% of the time. The only times I said no were when the spell was cast in a very non-stressful situation (generally an out of combat utility spell), or if it had already happened multiple times in that session already (there were combats where the sorcerer would get Tides of Chaos and then immediately use it on a saving throw and then repeat that every single round, and eventually the answer became 'no').
He did turn into a sheep once in the middle of a combat. It was great.
Mark of Healing Halfling from Eberron also gives the Aura of Vitality, this is an alternative way of making this build work.
Aura of Vitality is also available through the Halfling (Mark of Healing) expanded spell list from Eberron: Rising from the Last War, official source book. That is if you can't get an expanded spell list through a background or divine soul expanded cleric spells.
Amazingly fun character concept. I also love how this video is edited.
Thank you!
The wild Magic sorcerer playing at my table has so far had mostly decent luck, either having interesting flavor stuff or beneficial things. Like last session he was grabbed by a homebrew sand troll (take that flying character), it happened to roll the number where you get to teleport to 60 ft to an unoccupied space you can see.
But the biggest thing it has added to the table is laughs. And a convenient conceit for if he misses a session. If this is a session and they're out on campaign, we have agreed that he attempts to cast a spell and that's turned into a potted plant carried by a party member.
The self fireball has not come up in the game yet, but it did happen in the group's collective backstory in the army. They all get a little nervous when he starts slinging magic. The thing is, he's been chasing that fireball power rush ever since, and after five levels of play finally got it down
I LOVE this build. Strong versatile and thematic. My favorite one you have done.
THANKS!
@@TreantmonksTemple If we went cleric 1/ sorcerer 5 to we could get the combo at lvl 6 instead of 8. How do you feel about that route mechanically and thematically?
For the Aura combo, i prepared my moon druid to take Metamagic Adept to get Extended and Sublle Spell, get Aura of Vitality at lv 5 and multiclass to life cleric at lv 6. I m looking forward to that combo for a long time now
This is hilarious and i can tell you had fun with it. I'm really tempted to play this chatacter
You can take aura of vitality with divine soul sorcerer because you take a cleric dip. Even with the interpretation of it being a cleric only optional feature, it says those spells are added to the cleric spell list at level one. Therefore it is in 'your' cleric spell list, ergo can be taken as DSS. Mark of healing halfling is also an option, and probably better thematically (although poorer mechanically)
Ok Chris. I laughed my butt off at work. Great vid!
Aura of vitality through Divine Soul Sorcerer is interesting. I never thought of the interaction where Tasha's spell selections weren't just expanded spell lists. Does this have other unintentional interactions?
Good question, not sure.
Eldritch Knight and I think Arcane Trickster don't get the Wizard optional spells: the ones that weren't introduced in TCoE anyway. Though they are spells you'll have to use your unrestricted spell known for, and I don't think Enhance Ability, Speak with Dead, or Augury/Divination are worth that selection.
The makers of the spell app on my phone certainly think the optional cleric spells apply equally to divine soul sorcerers. These things should be stated more clearly
24:55 Funnily enough, you actually are forced to quicken the leveled spell, not the bonus action cantrip.
While people do this all the time, the actual rule is:
"A spell cast with a bonus Action is especially swift. You must use a bonus Action on Your Turn to cast the spell, provided that you haven’t already taken a bonus Action this turn. You can’t cast another spell during the same turn, except for a cantrip with a Casting Time of 1 Action."
Since a cantrip is a "spell", when you want to use quickened spell to cast a leveled spell+cantrip you actually have to quicken the leveled spell, not the cantrip by RAW. It rarely matters, but does have some impact if you have Action Surge, since there is no way to cast two leveled spells with Action Surge and cast a quickened cantrip on the same turn. I think most DMs would allow it, but yeah it doesn't work by RAW to quicken a cantrip while actioning out a leveled spell.
You can sidestep this issue entirely by using your leveled spells before declaring a quickened cantrip. This is possible because the restriction imposed by casting a spell with a bonus action does not kick in until you have actually done so.
I had a wild magic sorcerer in the Curse of Strahd game I was running who themed himself as being an ice specialist, so I made him a custom wild magic surge table with a good mix of chilly and spooky effects! It was great fun. Of course I was blasting tides of chaos back at him all the time too.
Most tables I watched or played as/with a Wild Magic Sorcerer, there's aways a house rule to boost it, usually its either it culmulates every time you roll it until you go to the table (1st time it's a 1 on the d20, 2nd is 1-2, 3rd is 1-2-3, and so on, until you hit it) or you pick a number on the d20, if you roll it, you will go to the Wild Magic table. Or, my favorite, both at the same time. Every time you cast you pick a different number, and they will be culmulating until you roll one of them and go to the table.
Another thing that is very commom is that most DM you have you roll wild magic almost, if not, immediately uppon you using Tides of Chaos. This is not a house rule, just the way your DM will be playing.
Brilliant Roleplay Concept woven throughout the explanation!
Ok this was great---not just entertaining but a very interesting build!
My little level 1 party was killed by that fireball... best TPK ever!
I know we have a houserule to roll the table to recharge tides of chaos ANY time that the DM wants... but
Nice concept, I came with something similar a while ago, but this was a Aasimar Life Cleric/Divine Sorcerer, inspired by Mercy from Overwatch (a support Valkyrie).
The 14th level Wild Magic feature is so great. Advantage on surges makes the character so good, especially if you can grab a Feywild Shard so you can surge anytime you spend a SP. Could throw in dwarves Fortitude and the Bloodwell Vial too. How much crazy can we fit in 1 character? Wand of Wonder as well?
We had a crazy wild magic event when our DM created a massive and amazing dungeon that always triggered Wild Magic surges when one cast a spell of a certain level or higher with a ton of homebrew. He did not expect my character to die or to be replaced with a Warlock right before the dungeon. Even less with an RP Warlock without Eldritch Blast.
Long story short: we started a bossfight, and all I had was big spells.
1st cast: 7, Fireball the entire party
2nd cast: 99, regain all my spell slots
3rd cast: 100, trigger 2 surges at once
4th cast: 1, basically got a wish
the title alone was worth it thanks
After the third time of dropping a fireball on the party, I’m not allowed to play a wild magic sorcerer anymore. I do love this concept though and love the image of accidentally dropping a fireball on the party while trying to heal them up.
comedy gold, your last few builds have been joyous!
Just a note about Bend Luck. You cannot use it on yourself for your attacks, saves or ability checks. It says "when *another* creature..." without including that you can also choose yourself. It's still good for supporting your allies on the super important rolls, but it won't combo with the dark one's own luck to give you 1d10 and 1d4 added to your saves
If the Quandrix background is available I might even just go from Life Cleric 1 straight through to like, Celestial Warlock 5? Can theme her more like a Pathfinder kineticist than a D&D warlock, and treat the Celestial patron as if it were the Undying Light patron from UA flavour-wise. Her desire to protect others is so strong that she opened a conduit to the positive energy plane through sheer willpower… and now that conduit is a part of her, forever. You can go Divine Soul sorcerer after that for extra spell slots, maybe?
Love that concept. I have built character on aura of vitality focus in home campaign with divine soul 5/celestial warlock 3/life cleric 1, but this concept is much cooler
Also i started as sorcerer, took warcaster feat and used shield other to trigger invocation on max heal more consistent
Wild Magic is a bad design, because it puts the burden to remember things on the DM. It should just be automatic when you use Tides of Chaos that the next levelled spell sets off a surge.
I mean, just have a tab open with the wild magic rolls ready. It’s easier to keep up with then say Conjure Animals
We have more fun just rolling on the table every spell cast.
If their intention was to give the DM some control over when surges happen for narrative purposes they should've followed the "Yes, but..." method. As in, "yes you get a surge after tides of chaos, but your DM can overrule this if they wish".
Put it on the players. I'm not going to remember all that. No, that doesn't mean they can just abuse it to get unlimited advantage. I'd just tell them after each cast if they want to try and set off the surge to roll for it. Probably just roll d10 and a 10 recharges the ability.
Our sorcerer just hands a card to the DM for tides of chaos and the Dm just hands it back if they choose to trigger it. It's super quick and easy for the DM.
Goodberry still seems useful even without the Disciple of Life interaction. Warlock slots refreshing on a short rest works great with a 24 hour duration. That said, 10hp might not really matter much once you reach Aura of Vitality. :)
Not sure if this is in your plans but New UA has recently been announced. I'd be excited if you go in depth with the new subclasses and feats for a video.
Treantmonk rarely covers UA since it can change a lot before release and he likes to stick to official RAW material.
I really like it’s a solid build with an equally solid concept 🙂
I love the theme of the overly attached girl fiend
I like the mechanics! Excited to try it out. I have some reservations about the concept though. Friendly reminder to my fellow men-folk: be respectful and recognize that stereotypes can be harmful.
Since you spend a lot of time talking about Wild Magic, I want to mention that my table homebrews it so the sorcerer has to roll a 5 or lower to get to roll on the Wild Magic table (so 25% chance of it happening) and the player will be able to decide if they want to roll on the Wild Magic table to regain a use of Tides of Chaos (because while thematically, it would make sense for the DM to make that decision, mechanically it should be the player's decision).
So Colby did the non-healer support, you make the healer support, must be support week.
Link to that other build please sounds fun.
@@josephrion3514 It's basically Hannibal Smith from A-Team, as a hobgoblin. It's on D4: Optimized builds.
Tides of chaos feels like a perfect candidate for proficiency bonus times per day uses and roll the d20 for a chance to surge
Orc Barbarian marry! Make lots of half-Orc whelps!
The optional rule in Tasha's add spells to the class's spell list. Nowhere does it single out only the base class of the added spells can take them. So if your subclass or feat allows you to access a specific set of class spells and Tasha's is DM approved they are open to all. Whoever is ruling otherwise I would love to hear the specific rule that takes away the general rule.
It’s because Tasha’s grants “optional class features” that give you additional spell options
If you are a sorcerer you cannot select optional class features from other classes.
That’s the way the dnd beyond devs have interpreted raw and thus is how they coded it.
@@4yulming448 I disagree as the expanded spell list is just that and if the spell list has been approved by the DM the spells are now officially on the Cleric Spell list, which can be accessed by a Divine Soul Sorcerer.
Yeah you've got a super good character, i'm not gonna lie ! I was expecting it though, after all you are a sorlock with one level in cleric, it's hard to be inneficient with the big charisma combo, even if you stretch a little wisdom in it.
I...think I just disagree with taking warlock to level 6 in this build from an optimization standpoint.
Let's say this 13th level character just went Cleric 1, Warlock 2, Sorc 10 instead. At Sorcerer 10 we have 3 fouth level spell slots, and 2 fifth level spell slots. We can use these to upcast aura of vitality or fireball if 3rd level spells is really what we want to do. That's 5 more castings of 3rd level spells. Plus we get 4 more sorcery points--could convert those (plus one more sorcery point) into another 3rd level spell slot, for 6 castings of 3rd level spells.
What does Warlock get us? Well, with the "Treantmonk adventuring day" used to calculate the baseline, there is one short rest per day, so it gets us 4 castings of 3rd level spell slots. If we're playing in Adventure League, last I checked there's a cap of two short rests per day in AL, so we might get 6 castings of 3rd level spell slots (about the same as the Sorc 10).
We're not really gaining resources by doing this. In fact we're losing resources (we can cast 3rd level spells just as much, or maybe a little less, but can no longer use pact magic slots on 1st level spells like shield, silvery barbs, and hex). And we're losing some strong options (presumably we'd grab some 4th and 5th level sorcerer spells, even if we much of the time up-casted Aura of Vitality for theme reasons).
And during the entire gap between character level 9 (when both builds are cleric 1, warlock 2, Sorcer 6) to character level 11, there's no question which build is providing more 3rd level spell slots. Warlock needs 3 more levels of investment before we get additional 3rd level slots.
Taking more levels in sorcerer to me looks like it's hitting all the same themes, but just has more resources, and the option of higher level spells. In exchange for some warlock features that are...solid features, but don't look thaaat core to the build (Dark One's Own Luck, Gift of the Ever Living Ones).
Fantastic points. The 180 of leveled spell progression near the end of Tier 2 is hard to overlook. This character is exceptional in its narrative. I love it, and it'd do well enough while nailing the initial goal--assuming Aura of Vitality is allowed. Gift of the Ever Living Ones is going to be excessive more often than not though. We've got sources of temp hp and will be in the back as much as possible. The Boon/Invocation even if stretching to Fiend 3-6 could be much better spent.
Wild Magic would also have a lot more potential with additional Sorcerer Spells Known since casting our Warlock spells cannot trigger Surge. If the campaign plans to reach Tier 4 then pushing Sorc also ends up with Controlled Chaos. Rolling on the table twice and choosing which result happens would feel amazing late game. Reliably takes the edge off when the stakes in combat are determining the fate of your world rather than just your beloved party.
I think Peace 1 could easily substitute Life here and probably make out mechanically. Especially in a smaller party. Might even be more thematically appropriate. We start off as a happy-go-lucky person--everything is peachy. We have our friends, and we want to keep them close. The Bond with them is so fantastic! We should never part. Something happens to them. To us. Yatta yatta. Enter d4s for days. Mitigate a lot more damage with better offense, defense, and ability checks (Stealth/Initiative/Grapples). Skipping out on Dark One's Blessing is hardly missed. Healing outside of combat is still potent since Extended Spell does a little bit more of the heavy lifting. Oh, and you actually convinced one of the party members to tie the knot? Now you've found real Peace (2). Gets you a better Channel Divinity option than Life did with only 2 levels fueling it. We can simultaneously disengage and avoid TPKs with one action potentially. We're not leaving without our soulmates. If we don't need it before a short rest, great. By level 13 we can use it to replenish another 3rd level slot.
I think Gift of the Ever Living one's is partially on theme at least, but having a familiar is 100% on brand. Our own little friend who loves us very very much.
A friend who could never, ever, leave us.
The perfect friend
I came to the same conclusion when trying to make a maximum lifeberry build. Spell progression for full casters is so strong that every level dip in Warlock hurts a lot.
Taking Warlock to level 6 does still give you more spells known, help you meet baseline damage, and meet the thematics. I do agree that it is probably weaker.
@@wassentme1891 Not sure how going back to warlock helps us meet baseline damage. If you have warlock 2 with hex, you already meet baseline damage (although at some levels of this build we won't cause we'll be behind on ASIs, but going back to warlock doesn't catch us up on ASIs). Spirit Shroud potentially lets us beat baseline when we finally get it at level 12, but...I'm just not very impressed--it only boosts our damage against enemies within 10 feet. I just don't think you want to walk into 10 foot range of every enemy you eldritch blast, especially if you're also using repelling blast. Also lasts for a minute instead of lasting for an hour like Hex, and barely deals more damage (d6 -> d8) unless you use a 5th level slot (2d8) which we don't have if we go sorc 6 warlock 6.
Looking at Treantmonk's warlock spell selection, only really Summon Shadowspawn jumps out as something sorcerers don't normally get (a summon). Although even that...if your DM is using Fizban's Treasury of Dragons, Summon Draconic Spirit is on the sorcerer list in that book. And...even if we don't have access to Fizban's, well if our DM is allowing us to get Aura of Vitality through Divine Soul Sorcerer, then they also almost certainly allow us to get Summon Celestial. So...it shouldn't be too hard to get a summon if it's important to the build.
Going back to warlock I don't actually think really raises the DPR of the build compared to just taking more levels in sorcerer. At least not with the build selections presented in the video.
I would love if you add on those build recomendations of magic itens. Many times we use this builds in one shots, and often dms let you pic up to 3 magic itens.
Because I'm a lazy DM, I'd homebrew it, roll 1d20 when you cast a sorcerer spell and Tides is down, you roll on the table on an odd.
Loved this build but I was really disappointed about the weird rulings on the way Divine Soul couldn't access Aura of Vitality. So I made my own build over on my channel if anyone is interested in seeing an alternative take. I won't post a link since that seems somewhat impolite, and I'll give the short version here so people don't need to view the video to get the gist of it:
Race: Custom Lineage for Metamagic Adept, Twinned and Extended Spell
Classes:
6 Levels for Lore Bard, grab Aura of Vitality at level 6
1 level in Life Cleric
5 Levels of Sorcerer for more metamagic
So important, remind your storyteller what your class features do! We have so much to keep track of, if you can trigger an effect by casting a spell PLEASE TELL US.
YES. Even if I'm DMing I might know the rule/feature, but I'm keeping track of so many things, a reminder is helpful.
I thought i remember reading that the life domains feature only ticks on the first instance. So i dont think aura of vitality gets those additional points of healing from the life clerics feature (deciple of life) after the first instance. Cuz i remember thinking (oh this spell is awesome with life cleric!!! Its basically the new healing spirit!!!) Then upon further research i saw others saying it doesnt work like that. Because desciple of life says "whenever you USE a spell" so aura of vitality's extended effects dont stack with it.
I'd argue that using your bonus action to activate aura of vitality is "using the spell to restore hitpoints"
Yeah gonna just ignore Dnd Beyond on this one.. RAW if your using the optional feature it "Expands the Cleric spell list" and it does not specify on any of the spells a required cleric level either. If they INTENDED for it to be that way.. they worded it poorly as WotC do... often.
ho man, really was hoping that you would go with star druid since they can heal and additional 1d8+wis mod with chalice form
Circle of Stars Druid with a 1 level of Life Domain Cleric and take the Metamagic Adept feat. So twice a day you could do average 400 hit point healing.
Woops Starry Form does not work with Aura of Vitality. :(
@@stephenmcclain228 just cheked out, life is Misery
Waiting until 8th level for the entire reason you built the character to come online is pretty rough (assuming you don't run lifeberry). I understand why you're starting with Cleric and Warlock first to try to optimize your AC and damage right away, but if the entire point of the character is to have this healing combo then going into Warlock that early is just holding you back.
Personally I'd go Sorcerer 1 > Cleric 1 > Sorcerer 4 to begin with. Having good AC at level 1 isn't the super necessary unless your DM is particularly mean, and starting with Sorcerer gives you CON Save proficiency which opens up an ASI/Feat choice. Actually, going this path I'd probably just go Dwarf if you have flexible ability scores so you can't be slowed by heavy armor. Alternatively you can do Wood Half-Elf with Fleet of Foot to have the same speed in heavy armor you would as a Dwarf, and get the +2 CHA and +1 to two other stats.
After character level 6 you can continue however you see fit.
Completely agree, I like to see the concept for a build come online asap as you want to play the character from as low level as possible.
I do think he's overvaluing the Warlock addition, but it seems like that became a central part of the theme he had in mind with the old meme image girl.
Love the premise. Familiar pact and invis imp whispering in her ear nobody can see. Plus the invocation for self healing and ability to heal at range through several ways... celestial would be overkill but id lean more cold or stone genie but flame does get some nice damage over time esp if you toss out oil, ball bearings, etc. Dragons breath invis imp.
RE the Divine Soul Sorcerer spell list, as written it seems like the Divine Soul Sorcerer doesn't get access, which in my mind is dumb. It basically means new spells for Clerics (such as Summon Celestial) can't be chosen, since they are restricted to that optional class feature. I think most DM's would allow it, but in things like AL I'd have to say probably not.
Girlfiend: great pun.
Especially when you are not her hEX.
All the overly attached jokes were great, nice build too :)
using material from books other than the basic ones isnt a problem, just look it up its all online
Already did this build, but i am a Divine Soul Sorcerer, for the access to cleric spell list as a sorcerer, then my warlock levels are just untill lvl 3 for the Aspect of the Moon, and my patron is Hexblade so i can use Charisma for my weapon attacks. Healer Cleric 1/ Warlock 3/ Divine Soul Sorcerer 16.
So i don't need any setting specific material to get the same build, and i still get a really good scalling untill HIGH level. Would be losing only on 9th lvl spells, wich i could use spell scrolls when needed.
And aura of Vitality can just get with spell scroll
If strixhaven isn’t a allowed you can go mark of healing halfling to get aura of vitality and other great spells like greater restoration and mass healing word
i really believe you should start naming your videos like the characters :D they are such beautiful puns its a waste to not have them in the title !
As some one who plays magic the gathering your background sounds like it should probably be witherbloom. With your life cleric healing stuff.
Chris, this character needs a Feywild Shard!
Great video as always.
Ah yes a psychopath healer. Terrifyingly supportive!
When I had a player that had wild magic sorcerer, I asked them to make sure to roll their d20/wild magic surges for themselves, and I sorta wonder why it doesn't work like that on default. A dm can't be 'playing' 5 characters while also keeping the world in check.
Is there any reason not to start with Sorcerer at 1 to get that Con save proficiency, then resume the build with life cleric etc? You'll have one level with bad defense but level 1 usually goes so fast anyway...
I love wild magic, and the table. Unfortunately when I ran a WM Sorcerer we were playing online and the macro my DM used for the table didn't roll a d100, it rolled a d10. So self fireball happened 20% of the time (realistically a lot more due to the 1-2 result). It only took a couple of near TPKs for us to figure out what was happening 😂 The fates balanced though, I later got 2 unicorns during the campaign, both times almost certainly saving my life.
I played the character about a week ago and got the unicorn, and the DM had it attack me!
So, I played an earth genasi cleric, and pissed the DM off by bonus action casting blade ward and taking the dodge action while I have spirit guardian active.
The twilight cleric in his mask and cape and black plate armor keeps muttering about how he's "the night", but I feel much safer around him than this character for some reason. Not sure why.
How do you deal with your party only valuing you for your healing ability? Easy! Make it weird!
looooooool didn’t know that the extended cleric spells did not extend to DS sorcerer… DM prob would’ve liked to have known that before our campaign ended…
OH WELL LOL
I still think it's debatable.
@@TreantmonksTemple I think the key bit in Tasha’s is, in the ‘additional cleric spells’ optional class feature, this line: ‘Xanathar’s Guide to Everything also offers more spells’.
In Tasha’s the spells are included as an optional class feature, because they are adding some existing spells to a class list.
In Xanathar’s they are just introducing new spells, so they put them in their own ‘Spells’ chapter. It is an editorial book layout decision.
Both Tasha’s (page 27) and Xanathar’s (in the Spells chapter page 147) talk about how to consider introducing these spells into your campaign, eg. so they do not suddenly all appear on the existing character’s list like their deity just unlocked a magical dam.
The intent with Tasha’s is therefore that the spells in the optional class feature are part of the cleric spell list, if your DM agrees, and therefore also accessible to the divine soul sorcerer.
Apparently there was a mod post on DnDBeyond that they would not add the Tasha’s optional cleric spell list for divine soul sorcerers. The user forum post referring to this also noted that Jeremy Crawford had said (in 2017) that he thought any cleric spell should also be accessible to a divine soul sorcerer.
I see this Girlfiend being obsessed with a Swashbuckler Rogue. Beware the grumpy.
If the Swashbuckler goes missing for any length of time there's a full on Amber alert.
Wild magic sorcerer are rad. Let me roll on the funny table DM!
Maybe I'm a bit lenient in letting the player role with no input from me. A d6 with a surge on a 1.
Only time I got to play a wild magic sorcerer, rolled 2 semi beneficial options and my DM got mad at me and stopped giving tides of chaos.
That's rough with the supposed intent regarding aura of vitality not being available to Divine Soul Sorcerers. It seems needlessly inconsistent and confusing... Which seems par for the course given the ruling on lifeberry.
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Why don't you take a charisma based attack cantrip with your strixhaven initiate?
Using Firebolt will make level 1 a lot easier (and allow you to use a shield).
Anyway, in our table we don't allow Strixhaven, But just recently I've built a mark of healing halfling (from Eberon, which is allowed) that is a straight class fiend warlock and is about to use Aura of Vitality whenever a spell slot is available before a short rest. That character have 13 wisdom anyway, so I might as well take a level dip in life cleric, but I am not sure it will work well thematicly. Though since this Race doesn't get a charisma bonus I took pact of the blade and my main attack stat is Dexterity.