I've been playing your sorclock recently. Only at the lvl 4 mark and already have witnessed some great combat plays. Thank you for going back and revisiting this breakdown. Awesome video!
I love those builds ideas, your overview over classes and their abilities is amazing. 16 minutes is also a reasonable length for a video. Great content! I'm gonna use these ideas in a toned down version for npcs though. Life of the DM.
Heheh, exactly my situation as well! I wanted to build a versatile and interesting sorlock with a nice balance of vibrant and dark, to support my small party through candlekeep mysteries. Can't wait to try it, sounds fun!
@@ParallelusReflection Oh, I wouldn't use that for an npc that accompanies them. Some of my players aren't that great at making builds, I don't want them to feel bad when this beast unleashes it's torrent. Instead, I made this into a potential enemy who's gonna blast them to bits (or die trying).
With Tasha's new optional origin (allowing you to relocate the +1 wisdom to something else) and new feats like Telekinetic and Telepathic, I think you might want to consider editing some of the relevant choices. Maybe not do a rehaul of the video, but just change the document. I would choose to start as warlock to get the armor proficiencies early, using Point buy, go for min max (15 15 15 8 8 8) With +2 cha and +1 dex, you have 17 cha 16 dex and 15 con. Grab Telekinetic or Telepathic then add it to charisma for 18, once you get to lv8 grab resilient and add to con to reach 16 con as well as getting con save advantage.
Been thinking about these changes myself. I have nothing conclusive at the moment, but I will do a few videos addressing all the stuff Tasha brought to these older characters.
Love this new format. I'm a massive fan of all your builds and use them as inspiration for a lot of my stuff. Really like how clear this format is though in comparison to older vids. I found the longer videos hard to follow at some points just because the shear amount of info that was present.
Yeah, it takes a while to get these done as it's tough to decide on improvements and modifications. I write word-for-word scripts and usually have multiple iterations that I mix and match, so it all gets really messy really fast. However, you lot like them more than the old ones, so I'll keep this new format up.
I find that a fun option for a Sorlock is using your Action to cast Booming Blade and then Quickened Thunder Step to get some distance and more damage, not to mention displacement. It also makes the extra Booming Blade damage more likely if they are trying to chase you down.
Quickened Metamagic is quite flexible, doubling the EB damage is what most people default to, but yeah, depending on the spells, you can make some pretty interesting combos with it.
Im playing a charater like this, currently lvl 3 pact of the blade hexblade warlock and going to go full divine soul sorcerer next. I am a fallen assimar, and currently role playing him as a fallen paladin who got corrupted by an evil god. Reakky fun to play
so you are effectively getting 1d10+1d6+11 damage per shot of an eldritch blast now as a hexblade warlock with access to the polearm master feat, great weapon master feat, the right invocations, and assuming you land all hit without critical hits looks like this: 2d10(melee attacks)+3d6(hex)+18d8(eldritch smite)+1d4(bonus action attack)+78(combination of invocations, hex blades cures, etc) damage = average damage of 183 However, given that you can land a critical hit on a 19 or 20 and assuming you have super advantage from the elven accuracy feat your critical hit chance is roughly one third of the time meaning one of those attacks is liable to be a critical hit as a result your actual damage assuming you land a critical hit on one of your primary attacks should look like this: 3d10+4d6+24d8+1d4+78 damage = average damage of 219 Now I considering everything if your actual in game average damage should be roughly 206 damage, but that is only taking into account the odd of you rolling one critical hit on either the bonus action attack, normal attack, or you roll no critical hits at all if you take into account the actual odds of rolling a critical hit per attack then do the calculations for each hit then get the average that way you can get the actual in game damage you should be seeing if probabilities weren't bullshit.
I love sorcerlocks so much and I've always wanted to play a super healer but can also do really well in combat, both as support and for damage. This is the best thing I've ever seen! You've got my subscription 100%
There's an equipment item called Illusionist's bracers that literally lets you double cast a cantrip, and a feat I'm pretty sure is homebrew called Cantrip Master that does the same. Either/or can be used by any class that has access to cantrips. No blowing sorcery points from that at least.
It's a Ravnica item, so while official, it's setting-specific. It's also very rare, which is just 1 step below legendary. Homebrew is a bottomless pit, some of it good, most of it an unbalanced hot mess. I like homebrew, my world is full of it, but in my opinion, it should be discussed only within the confines of individual D&D groups and tables to suit their own preferences.
@@DarthBoberEXMinMaxMunchking True, but if you're doing a lvl 20 one shot there's not much stopping a DM from allowing it in game. My DM basically bought every single expansion on D&D Beyond and includes them in his campaigns. Short of something like specific items from places like Waterdeep we just play with everything. *shrug*
@@DarthBoberEXMinMaxMunchking Also, when we do a level 20 1-shot we are allowed a specific item set up. 1 legendary, and either 2 very rare, rare, or uncommon items. Whatever group we don't get 2 in we get 1 item. IE 1L/2P/1B/1G or 1L/1P/2B/1G etc. Either way, was just tossing the info out there for the viewers.
@@imthejman85 I envy you :) I've only played one lvl20 character so far and that was after months and months of hard grind in one Westmarches Discord server. I know lvl20 one-shots with a bunch of magic items are a thing, I just can't seem to find myself one of those :/ Any tips for a Tier 4 noob like me?
@@DarthBoberEXMinMaxMunchking I doubt you're a noob mate. We play with a group of 7, 2 of us DM so typically 5-6 per session. We're playing two campaigns right now, both almost finished. When we finish a campaign we do high tier 1-shots until we have the next campaign ready to start. One of our DM's doesn't like killing players, but our other guy literally built his latest dungeon intending to kill us. I can't wait, lol.
I played a character very similar to this in the saltmarsh modular. Was crazy versatile and after finishing that at about lv9 we did a lv 20 one shot where we took on tiamont and 12 beholders. It was my favorite character I ever played.
Great build! In the cantrips, I would change "Sacred Flame" for Toll the Dead". Combine it with Spiritual Weapon and you have a 1-2 punch of doom at low level.
Just wanted to say I love the build and your breakdown of the abilities is super helpful to understand it all! I'm an avid 5e player and DM and over the past year I've been working on my favorite character so far which is surprisingly close to your build considering I'd never seen this video. I've gone for the hexblade/divine soul sorcerer combo and added in 2 levels in paladin which (if you account for the pact magic + font of magic ability to produce extra spell slots) generates a very effective melee character using divine smite. It benefits from the mobility offered by sorcerer although instead of Aasimar I've chosen tiefling for the winged variant (to assist getting into that juicy melee range). This is a solid option if you want a different style of high DPS build which results in outputting basically the same average damage over a period of time (except for the simulacrum ability at Lv 20 since that basically doubles your damage but keep in mind that sims are squishy, don't recover spell slots/HP, are costly to make, and are irrelevant until level 20 anyway)
So here's an interesting bit: There's a Winged variant of the Aasimar that was presented as part of AL season 9 as an option you could swap to at level 5. It's like the Winged tiefling where you trade your feature for wings, but it would absolutely be a force to be reckoned with on a build like this.
A few changes I made since mine will end up being the main party healer...I took inspiring leader over the wisdom boost, I also grabbed polymorph, Heroes' feast, word recall, and holy aura
Tasha's *changed* Booming Blade, Green-Flame Blade and Primal Savagery, among other things, though much to my surprise, they still function with War Caster, *even Green-Flame Blade,* as you are now able to decide *not* to jump the fire before the attack attempt, and that lets you use it. Can no longer Twincast it, though that's less of an issue here when you're likely going to use that with Eldritch Blasts anyway.
Well yeah, I know that about GFB, how it was before. Though curiously with the newly clarified option to make the flame jump, you *would* have been able to, if not for them then tagging it as Self. Still, this is mostly just to point out for anyone else who may be wondering whether Tasha's breaks BB for this build, as I was. Very surprised to see they explicitly mentioned it still works for War Caster.
Well this is just great! I actually just made a,,, somewhat similiar character. Although, I decided that I liked the idea of more Spell slots. So I went Custom Lineage, I went +2Cha and I took the Metamagic Feat. You might be wondering what my race is. I am a duck, that some celestial who was probably bored decided this duck was really cute and deserved some epic Warlock powers and sentience + I got free beast speech because my DM said. This duck then joined a Mage guild which is what I am reflavoring the Orzhov Representative background to. Its important to note that the spells the Orzhov Representative background gives you are added to ALL YOUR SPELL LISTS which means that you can manipulate it under the same rules as any other spell you would know from that class. Now, with 4 Celestial Warlock and 1 divine sorc in levels, I really can barely change my spell list so honestly it doesn't feel very OP. Why this is important is that, even though I am only one level in sorcerer, I still have level 2 sells on my sorcerer spell list. :) Sure I can only change 2 spells per level up, but honestly thats okay. My favorite bit is that I am also THE ONLY HEALER AND SPELLCASTER IN THIS FUCKING PARTY but thats okay because I can cast Cure Wounds through my familiar and then use Celestial Warlock healing as a bonus action so that their SORRY ASSES don't get downed. Also, yes the duck is wearing the gold chain given from the Orzhov Representative background
Divine Sorc is simply the most versatile Sorc of them all. Paired with Eldritch BRRRRRlast it becomes a combat powerhouse who can easily both keep people alive and seriously wound the enemy. I just came back home from a one-shot, played a bog standard Half-elf Divine Sorc/Hexblade and I did just that - dished out a ton of damage and kept the Wizard alive long enough for the rest of the party to kill the boss before it murked the mage. It just works, very well.
@@DarthBoberEXMinMaxMunchking Your timing couldn't be better either! I just came out of playing my WarlockDucc Between Twin casting cure wounds, amd using my bonus action heals, and actually really just one clutch Shatter that caught all the enemies. HONESTLY if I didnt have my familiar in order to cast Cure Wounds while I just stood around to give free advantage. Again, I can't use weapons because I am a duck and without hands. Lol
You might have talked about in the video, and I just missed it, but I never heard you say anything about the free spell Divine magic gives you based on the alignment of your divine origin. It can give protection from evil and good, so you could take that at an early level, and instead take something like armor of agathys when you get to warlock 2. Or you could take cure wounds or bless to help out your allies. What do you think?
That one's flexible in my opinion. From a mechanical perspective, I'd probably go for Protection from Evil and Good, that one scales the best into high levels. Problem is, it's a Concentration spell, so you have to willingly opt for a "turtle shell" defensive approach during combat, reducing your offensive output. You won't go wrong if you make a roleplay choice. To be honest, whenever I play one of these characters I talk about in the videos, 10-20% of mechanical choices I make are purely roleplay. I'm really not a roll-player, I find dice-sessions boring.
You only did 14 spells for the sorcerer. And a divine soul can learn up 16 spells. My choices for the remaining 2 would be hypnotic pattern and spirit guardians. Hypnotic pattern virtually guarantees the end of encounters vs hordes of weak enemies which normally serve to drain resources. Being able to take out most of them without much investment is excellent. Spirit Guardians is the perfect choice to upcast. It scales at 1d8 damage per round and since you have a relatively circumstantial 5th level spell casting spirit guardians with it is worthwhile especially when you can burn other spell slots to get raise dead back if necessary. I would mainly cast it if I got stuck in melee as it halves movement speed and grants a reliable source of damage. Especially if I have repelling blast it can really help lock down the enemy especially if you have even squishier casters like a wizard or bard without additional armour proficiencies. I would also consider conjure celestial as a 7th level spell especially if you have a wizard as they are likely to take plane shift or teleport. Conjure Celestial can be used to summon a coautl which has a huge number of spells that it can use and unlike most other summoning spells when your concentration breaks the creature doesn't try to murder you. An excellent use for it is have it cast bless on you and other damage dealers which will boost your damaging capabilities as you should hit substantially more often and it will also help you from losing concentration keeping the coualt around for longer.
This character isn't a slouch defensively either and has access to many spells that are capable of increasing the survival of you and your party such as shield of faith for a plus 2 AC or warding bond giving your ally plus 1 AC and resistance to all damage believe me the paladin will thank you for this
I was considering leaving Shield of Faith in there, but with so little spells known and so many spells on its list, Divine Sorcerer has to be picky with its spells. Still, if you find Shield of Faith working wonders on lower levels, you can simply keep it instead of Spiritual Weapon for example. This character can be balanced either way, you can decide to be more damage oriented, healing and support focused or even switch into full control caster at higher levels. As I said in the beginning of the video, whatever the party needs, whatever you want and whatever the campaign dictates. This is just one version of it.
I struggle between trying to pick between sorcerer 18/warlock 2 and sorcerer 9/warlock 11 from the necrolock. The necrolock seems more interesting to me but I feel it's a lot weaker in tier 4 without an undead army and the games I play in are usually level 10-20. I've been struggling for ages which to go in our next game
Necrolock is a gimmick that's sorta semi-viable, something in between a goofy one-shot character and long-term campaign build. EB minigun Sorlocks like this one are much easier to incorporate into a conventional party composition.
Just found your channel and I must say, I love it! One question I had about the build though, Why do we need a higher WIS score? Cleric spells become sorcerer spells when you pick them so it takes your CHA instead of WIS. Wouldn't those extra points be better used for a higher DEX or CON? Thanks in advance!
WIS save proficiency is one of the best things to have at higher levels, which is why I recommended Resilient Wisdom feat. You can Absorb Elements failed DEX saves and your CON is fine at 14, you shouldn't be relying on your hitpoints anyway, instead positioning and kiting from safe distance.
Hallo ! Thanks for the nice videos and builds you are doing a great work !! One question though : Could you explain why you take resilient feat first over war caster ?? Don't you benefit more from war caster at early levels ? And how can you cast booming blade without weapon on hand ?
Arcane Focus = Staff = Quarterstaff = melee weapon You can take War Caster for easier spell components, but I value HP a bit more at lower levels and you can still manage the "arcane staff/free hand" clunkiness with a free object interaction during your turn.
If you play as a drawf and get drawven fortitude feat, along with pact of the Chain gift of the everliving ones, you can more or less heal yourself will avoiding attacks and heal yourself your full hp.
@@DarthBoberEXMinMaxMunchking True but by then with like an imp, he can be invisible and up to 100ft away from me and I still get healing... An very little AoEs have greater than at 40-60ft radius.
The thing is you don't need to cast mass heal unless the entire party is down which will almost never happen so bursting someone up by 140 hit points is typically more than enough to keep them going in a log term fight
I’d wonder if he’d do a paladin/divine soul sorcerer multiclass. Basically a paladin that primarily chooses cleric healing/buffs and reviving spells to be an actual healing tank that can also cast Shield and Absorb Elements
Do i get something wrong here? ->@Radiant soul feature "and once on each of your turns , you can deal extra radiant damage" Why does this seem to me as if you'd only add the extra damage to only the 1st EB? *confused*
No, you're right. The thing I was talking about is that you only need to hit once for the entirety of the Radiant Soul's extra damage to be applied. It's not the biggest overal damage increase in theory, but effectively, you're almost guaranteed to deal 100% of it every round. On the other hand, for the maximum damage to be dealt via Hex & Hexblade's Curse, you need to hit all 4, 6 or 8 EB rays, depending on the character level. Not to mention that maximizing Hex/Hexblade's Curse damage relies on you burning through sorcery points for Quickened Metamagic, so if you decide to conserve the sorcery points, now those 2 damage buffs suddenly deal even less damage than Radiant Soul, depending on the level. So, while Hexblade's Curse does deal significantly more damage in theory, if you miss most of your attack rolls, which is possible even with advantage against high AC monsters, or if you're simply out of sorcery points for Quickened Eldritch Blast, you won't be dealing nearly as much damage. Meanwhile, Radiant Soul doesn't have this accuracy and resouce dependency, all you need is just 1 hit and you dump all the extra damage right away. There's pros and cons to everything, you just have to be mindful which damage buff to activate against which enemy, and when. The number of rounds the combat has also affects this decision making. You don't know in advance whether the combat is gonna last 3 or 8 rounds, but if you're dealing with a crapload of enemies coming from all sides, activating Radiant Soul and Hex at the same time might actually be a viable approach in that particular, specific scenario, because the fight might drag on longer than is usually the case, allowing you to activate more damage buffs one after another. Gauging these things on the fly is a skill that you develop with time. I can tell you honestly I'm not the most skillful when it comes to "reading" into the possibilities of these different outcomes, but being mindful of them helps make better decisions overall.
With 19 sorc/1 lock compared to 18 sorc/2 lock you'd lose a second warlock spell slot , which you may or may not be able to burn in short rest shenanigans to get extra sorcery points, plus an invocation in exchange for one permanent sorcery point and an extra 6th level spell slot. For most of the campaign I think extra lock levels up to lock 2 or 3 are better but if you think you'll go to 20 sorc 19 might be the way to go.
One thing I should mention is that casting the wish spell is better than casting a mass heal spell as it can restore the entire party to 100% hit points as one of its listed effects which is cool
Yeah, it's the most powerful spell for a reason. I intentionally nerfed it in my home campaign, I made the part about "you can wish for anything, but be careful what you wish for" locked behind the so-called Arcanium (ruclips.net/video/i_wfF4mY5KM/видео.html) and it's been working just fine, the option to cast ANY spell is super flexible and powerful.
I think you underestimate how powerful this build is if you pick a kobold. Pick the eldritch invocation Devil's sight and the darkness spell and sunlight sensitivity is now overcome. Whenever you're in low light as long as someone in your party picked a melee character anytime they attack someone you have advantage and can use hex.
I have one or 2 Darkness + Devil's Sight combo characters on this channel. Frankly, I don't want to use that combo on every Warlock, it gets repetitive and it can often hurt your party more than it helps you.
Is polymorph a good option ? I like this spell. Also what of wish is banned ? This build seems to heal enought so is mass heal overkill ? Also lv6 have disintegration to deal with wall of force ? (If I remember it doesn't work on forcecage) I don't play sorcerer a lot, I prefer being a wizard to learn everything, if not a paladin to SMITE.
Polymorph would be OK, though I find it only good in late Tier 2/early Tier 3. T-rex doesn't live long against CR 15+ monsters due to its very low AC. Banishment, on the other hand, is always relevant, even though it's a higher risk, but it's also a higher reward. I'd most likely consider Mass Heal or Meteor Swarm if Wish was banned. Both spells fit this characters theme, so it's only a matter of do you want the ultimate blast, or the ultimate heal? Disintegrate is good for Wall of Force/Forcecage, but Sorcerers do suffer from very few spells known, so you have to pick and choose, you are not a Wizard who knows 50+ spells. I know it requires a higher character level, but Antimagic Field would solve the problem, so with a Divine Sorcerer, it's kind of like a "which catch-all solution do I pick and at what level?" type of deal. You can also totally go the control route and pick Reverse Gravity with Careful spell Metamagic. That's why I said in the video, this isn't the only or even the best way to learn spells for your particular version of this character. It depends on the party composition, campaign, setting, types of enemies, DMs style (lot of combat, little combat, hordes of enemies, 1-3 beefy homebrew monsters dishing a frickton of damage etc...) I, for example, never end up with a character that I envisioned at the beginning of the campaign. At some point, something happens and it makes you change the direction of your mechanical progression. I don't doubt at all this type of character would have vastly different list of spells known across different gaming groups.
@@DarthBoberEXMinMaxMunchking What is tier ? Also yes it's better to build a character who synergize with your campaign setting. I will definitively pick create food and water if I'm in a survival campaign and I don't like it. (Sometimes you just don't take it because you like your GM. If it's a good GM =P) For disintegrate that's what I thought Improvising is what make DnD a great game. The funniest moment I played were when everything went out of control. Or cheese strat that make DM loose his hair
@@anonyme4881 PHB, page 15 for info on tiers of play. Yeah, no player character resists change in contact with a campaign, no campaign resists change in contact with a player character.
I am hyped to play this build in a campaign but I changed the tome/chain to blade to grab eldritch armor invocation ( we are allowed to use UA) resulting in me being harder to hit with full plate and shield for less utility but our group is high on utility anyway.
I appreciate this channel so much. I'm playing my first campaign and I chose Divine Soul because I thought I was joining a mid level campaign who's healer quit, but my friend started a new campaign with lower experienced players and I am having the time of my life, it's the highlight for me bi-weekly, I'm so happy with this build as I'm 3/1 and I know after my next level things are gonna get really really fun! I kindly ask this question hoping you have time to respond. Which of the following Rare Items do you think would be best for this class, My DM wants us to let him know which items we have our eyes on and I have to many options that excite me. -Ring of Spell Storing -Bloodwell Vial- Leaning here for more SP -Astral Shard- Seems insane to me to be able to move cast a metamagic spell on target, teleport 30 feet, cast bonus action metamagic spell, teleport ANOTHER 30 feet Rod of the Pact Keeper Rod of Fireballs Far Realm Shard
I recently saw a Bloodwell Vial in action, our level 5 Wild Magic Sorc has bought it for measly 500 gold (crazy DM I know...). It's absolutely nuts in terms of power. However, if the DM does allow you to turn Warlock slots into sorcery points (some DMs don't, they think it's overpowered), then I think Rod of the Pact Keeper is so much better, simply because it synergizes with Eldritch Blast, while Bloodwell Vial doesn't. Astral Shard is situational, but it would effectively prevent any chance of your enemies running away from you in most cases, unless we're talking some extreme movement speed ones like Quicklings and whatnot. Mobility can be an issue in campaigns like Tomb of Annihilation that has a crapton of outdoors fights, but if you find yourself in claustrophobic dungeon-ish places all the time, that extra mobility probably won't matter. Rod of Fireballs is way more powerful than Ring of Spell Storing, but it's also way less flexible. Contrary to the popular opinion, Fireball is not a solution to all the problems. Sometimes you need to be more elegant in your approach ;)
P.S- My DM let me swap a uncommon I started the game with and have never used for the uncommon Bloodwell Vial and i'm estatic, i'm only level 4 so I haven't got the full functionality out of it but its awesome!
@@DarthBoberEXMinMaxMunchking wow yeah you're right. I cant lie when i saw the title of this video i onew exactly what this was cause ive had the same general concept for like a year. Instead of hexblade I thought celestial and instead of eldritch sight I thought to take repelling blast. Still great minds think alike
Hey. i recently started to play D&D 5e and was looking for Sorlock guides. I like yours a lot but i think i found a flaw. The orginal Aasimar gets +2 Cha, but the Aasimar(Protector) gets only +1 Wisdom without the +2 Cha. Is this right? That s how i read it in Volo's Guide to Monsters.
@@DarthBoberEXMinMaxMunchking Thx a lot for the answer. I recently discoverd the feat crossbow expert gives you the ability - Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack roll always being able to cast EB without disadvantage seems kinda op and a better option than booming blade. I am thinking about to replacing resilient(wisdom) feat with crossbow expert Would it be possible to use twinned spell on the Simularcum of the Wish spell? To maybe make a copy of another partymember?
I might have missed it, but how are you getting access to Simulacrum? It's under the Wizard spell list, not Sorc, Cleric, or Lock, and if I'm reading the Pact of the Tome ability, you wouldn't be able to learn Simulacrum, even as a ritual, due to the low Warlock level
So you shouldn't need to pull off more than 140 healing in a round as even a tarrasque with all 5 attacks it only does an average damage of 148 which if it is hitting the barbarian it is nothing as it gets cut in half to 74 and a barbarian worth their salt can have over 300 HP at 20th level so they could take 5 full attack actions from the tarrasque.
So take this set up then use the elven accuracy feat and land critical hits left and right with a single shot of eldritch blast doing 1d10+1d6+11 damage with a potential of 12 shots meaning that is a total of 12d10+12d6+132 damage resulting in an average of 240 if all attacks hit then taking into consideration that a third of those should be critical hits that means your dealing 16d10+16d6+132 which results in an average damage of 276
this is with twin casting btw though I will say elven accuracy is extremely powerful on hexblade warlocks because they are the perfect combination of things to land massively high damage eldritch smites
@@DarthBoberEXMinMaxMunchking I understand it can be boring, but if your looking for optimal damage that is going to be the best way especially if you're fishing for critical hits as being able to land a critical hit every 3rd attack is insanely powerful and would take your damage to insane levels that can't other wise be reached though it is a lot of math to calculate average damage when compensating for critical hits adding bonus damage and the odds of landing critical hits in the first place someone really needs to make a calculator to do all of that.
Nice build for sure ! Quick question, how do you roleplay the part with your weapon (hexblade) since it can't be your focus for spell casting. Do you use a shield as a pack weapon and keep your focus to cast the spell ? Sorry if it's a dumb question but I never played a caster before.
Sorry I was missing some information and look it up after. At first I thought you couldn't cast while using a shield so I was confused (you can while not having the weapon out or with the war caster feat). Sorry for wasting your time. None the less, amazing build and my next character will probably be a Sorlock.
I feel the calculations are wrong for this point: Haste If you were to cast Haste on yourself and the Simulacrum, you could cast Eldritch Blast 2 more times. Unless I am mistaken. If I am right or wrong, someone please tell me in a comment below. Otherwise I love this video! I played the first build and it was already good, and having it improved is so good to see.
Would you recommend this build for a shorter campaign? tbh I am not sure how far into it we will get. May get to 20 or may not even get to 10. Not sure. We are starting at level 4 btw.
@@DarthBoberEXMinMaxMunchking I've never actually played D&D before this although I have seen my fair share of others playing. I guess starting with a warlock multiclass isn't the best option but I'm committed. (I'm playing an Aasmir in the process of falling... with the Haunted One background) My DM is letting me start with "The Rod of the Pact Keeper". So I decided to pick "Thief of Five Fates" as an eldritch invocation for now giving me "Bane" as a warlock so the rod affects it. (That will probably be super annoying and something the DM will probably regret haha.) Because of this, I will be using a shield in one hand and the Rod in the other (as my focus). How do I go about using Absorb Elements in this case? Would you recommend not even taking it if I won't be making a melee attack? or should I still keep it and attack with my rod as a makeshift weapon?.... or do you actually just use Absorb Elements for the damage reduction and don't really care about the attack? Thanks. (Bonus idea. What do you think of taking a spider familiar with Pact of the tome and learning "Inflict Wounds" allowing me to cast it through my spider while flying around? I feel the damage as an early level character might be pretty strong, but I am not sure)
With the new Eldritch Mind Invocation from Tasha's giving you advantage on concentration saves (i.e. War Caster lite) that can free up an ASI. Could take ritual caster Wizard instead of the 3rd Warlock level if you still want the versatility which is great.
War Caster is still invaluable when you're carrying a shield around because of the spellcasting components. I wouldn't dilute this build with a Wizard, too much MADness.
Whether you blast or heal, it's all the same to daddy YT, some come join me on my second channel:ruclips.net/channel/UCjZAhthhLSys4WaDZ9KvY7g I'm DMing a homebrew for my buddies, I think you may like it ;)
In reality you don't need to burn so many high level spell slots to do enough healing as simply twin casting a 6th level heal spell will be enough to shrug off most damage
True, I was just trying to paint a picture of an extreme case scenario and the extent of healing this character is capable of doing very quickly by combining spells and Metamagics. In most cases, just 1 Twinned Heal cast at its lowest level would most likely be more than enough to give your Barbarian, Fighter, Monk or Paladin enough of a buffer to keep soaking damage on the frontline without fearing for their lives.
@@DarthBoberEXMinMaxMunchking Okay, what's the point of reprinting booming blade and gfb, changing the target to "Range: Self (5-foot radius)" if the wording on warcaster is: "When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature[...]The spell must have a casting time of 1 action and must target only that creature." Only to instantly release Sage Advice stating that it does infact still work. (even then, why would they change material component from "weapon" to "weapon costing 1s or more" is beyond me, especially given the fact they made bladesinger viable, only to nerf it's best combo (shadow blade+blade cantrips) in the same book.
@@DarthBoberEXMinMaxMunchking It's still a spell that's concentration (like shadow blade) and is arguably worse than shadoblade in pure dmg output, atleast at low lvls (too tired to do math for higher levels now) at the cost of 3'rd spellslot you now have a weapon that deals 1d8piercing+1d8 necro/radiant/cold (plus other benefits, taking rapier as base weapon) with shadow blade you get 2d8 weapon that can be thrown and has auto advantage if the target is dimlight or darkness letting you abuse the shit out of elven accuracy
Can someone tell me how come in the damage calculations, in the first section it says 4d10 instead of 3d10? There are 3 rounds so there's 3 castings of Eldritch Blast on action per round. What am I missing to get the last d10?
@@DarthBoberEXMinMaxMunchking Wait it scales to character level? I thought it scaled to warlock level... This build just exploded in my head. Thank you SO much as always. You've got me waiting for whatever comes next. ;3 Stay safe!
@@DarthBoberEXMinMaxMunchking one more question for you, at level 4, My character died in grand fasion and days later my DM stated I'll be returning as a Vampire. Any recommended builds to leverage that explosive upgrade? (wood elf ranger(Revised), Fighting Style Archery / fighter 2 Fighting style close quarters shooter.
As i planning to play a sorloc in next week session there is a thing i don't understand in D&D5. Maybe i'm too used to 3.5 but how do you calculate the caster level? I mean, as a Sorceror 3 warlock 2 shouldn't o count as a level 2 for the eldirtch blast? i can't find this rule on the handbook
Cantrips aren't tied to class levels, they scale of character levels. This is because, among other things, some racial choices and feats allow you to learn cantrips.
Would a pure sorcerer work (using spell sniper, eldritch adept, and war caster), cast haste on yourself, agonizing blast, action, bonus action, haste action, would that be good?
I guess I’m just confused about why we even want war caster here other than advantage on con saves for spells. You have the shield in hand, and other hand free. Most of the spells you listed don’t require material components. So you’d be fine without an arcane focus. However war caster is good when you have to use a material component. So shield in one hand, focus in the other. But then why Hexblade? I don’t get it. The booming blade and green flame blade sound great in theory, but with this build, when would you ever have your sword in hand over your focus? I love this video but I can’t wrap my head around this concept at the moment. If I’m missing something, could you break it down more for me?
Your weapon is your arcane focus (Staff = Quartertaff), so unless you need a specific component that has gold value or is consumed, I'd do nothing basically.
Min/Max Munchking so then if you wanted to use booming blade or green flame blade as an AOO it would only be a plus 5 to hit, because an arcane focus can’t be a hex weapon, correct? That’s the way it’s happening on dndbeyond. Sorry for these super specific questions. I just want to be absolutely sure. Is there no way to get this characters AOO up to a +11 and still be able to reliably cast spells that require a material component while also holding onto a shield?
Somewhere in DMG it says that arcane focus staff is the same as quarterstaff, I forgot the page. There are several Sage Advice links confirming the same iirc. I don't know why D&D Beyond doesn't recognize it as such. You can just add it on your own. There's no reason besides DM vetoing it why you wouldn't be able to use your arcane staff/quarterstaff as your hex weapon.
xxii Well, I would recommend putting the 15 in Charisma, cause that determines the power of your spells and spell DCs, and attack rolls. Next since your a blaster type character, and not really going into the front lines put the 14 in Dexterity. The 13 should be put into Con and then put the 12 in wisdom, the 10 in Int and 8 in strength. You don’t need strength. Now next ability score improvement you can round out your Charisma and Constitution. Those would be my recommendations but, who am I but a random person on the Internet?
Forget using meta magic for Empowered Spell. Use it for Quickened Spell and each caster can fire off twice as many Eldritch Blasts! So the character and the Simulacrum could each fire 8 blasts a piece in that round. So by your third round you can pop off with 16d10 + 16d6 + 80 + 96! That's 784 damage on average! Goodbye ancient red dragon!
I thought about clickbaiting the damage in the thumbnail because yes, with Simulacrum you can basically double the damage output, but I decided against it to keep things somewhat "realistic", whatever that means...
Way more monsters are resistant to necrotic than radiant damage. But in principle, you're right though, you would be dealing more damage with Toll the Dead over the course of campaign, unless you're constantly dealing with enemies that are resistant/immune to necro. I like sacred flame for its ability to ignore cover though, it usually ends up in some shenanigans down the road and in a weird way I enjoy those situations where my tables start arguing about it XD
I've just recently started a campaign where I'm playing a divine soul sorcerer and am planning to multi-class into a warlock. The only problem I have is that I can't decide which warlock as my patron would be Waukeen, the goddess of trade and wealth. I know gods work through clerics but story wise it makes sense in our campaign. I'm not really worried about min maxing mechanical benefits, I', more concerned about the plausibilty of it. So, any ideas?
@@DarthBoberEXMinMaxMunchking more like, the character's divine soul comes from Waukeen but since he's from Athkatla and using magic is regulated there by the Cowled Wizards he had to run. Which Waukeen didn't like or approve so she gave him some more power. As I said, I'm more worried about the plausibility and the narrative then the mechanics because our DM said it's going to be more of a social campaign
No prob mate, I often spend a lot of time myself trying to tie mechanics with the theme in an interesting way, so it's just a matter of fleshing out the concept with the existing building blocks. And I would totally enjoy tossing gold coins at people yelling "Let this piece od wealth be a conduit of health and wealth" while casting Healing Word or Celestiallock's healing thingy.
Picking up Illusionist Gloves would save you a LOT of sorc points from those quickened eldritch blasts. But I know these builds dont usually include items
@@jasonwhisnant5457 No worries mate, we all start somewhere and at some point in time. I knew nothing about 5e just 4 years ago and it took me like a year and a half to feel confident talking about it here on YT. As long as we all understand we're uneducated on so many things (me included ofc) and that there are people out there who know better than us, things can improve. Problems arise when people think they know better than everyone else and they don't even know wtf they talking about in the first place (met a few of those even on this channel, would not recommend interacting with them lol)
Interested to see if this is still the best damaging support/blaster build out there. What would you change up, based on the expanded options this year?
@@ingresosperpetuos Yeah, replying to comments has become a part-time job for me at this point. I'm slowly accepting I can't get to all of them and I've stopped replying to everyone, but every time I choose not to reply I feel like I'm doing a disservice to that person, cheating in some way... Feels very weird.
@@DarthBoberEXMinMaxMunchking Thanks Again. Did you thought to use Aspect of the Moon to keep stacking the Sorcerer Points and keep healing with the Divine Soul?
The point buy you showed at the beginning is objectively bad, you should be putting the plus one racial in either dex or con, since that saves you two points, one of which can go in your wisdom, leaving you with a floating point you can put into strength for carrying capacity
this is a pre-Tasha character, from the time when racial ability score bonuses were locked and you couldn't put them wherever you want. I'll update it eventually.
You can, no rule prohibits that. The DM can say no, but then you are no longer playing 5e, you're playing some other system where spellcasters are radically nerfed.
You just started playing? Or you never bothered delving deeper into the mechanics and synergies? Not judging you in either case, just curious. When I first started playing 5e it seemed way more complex than it actually is. 5e is kindergarten compared to 3/3.5e or Pathfinder.
I Love that u started to add a roleplay and by Level section it brings ur videos from really good to the best videos ever.
Glad you enjoy it!
I've been playing your sorclock recently. Only at the lvl 4 mark and already have witnessed some great combat plays. Thank you for going back and revisiting this breakdown. Awesome video!
Yeah, I also got this same character up to level 4, I never played it at a higher level than that.
#lowleveldndgang4lyfe
I love those builds ideas, your overview over classes and their abilities is amazing. 16 minutes is also a reasonable length for a video. Great content!
I'm gonna use these ideas in a toned down version for npcs though. Life of the DM.
Heheh, exactly my situation as well! I wanted to build a versatile and interesting sorlock with a nice balance of vibrant and dark, to support my small party through candlekeep mysteries. Can't wait to try it, sounds fun!
@@ParallelusReflection Oh, I wouldn't use that for an npc that accompanies them. Some of my players aren't that great at making builds, I don't want them to feel bad when this beast unleashes it's torrent. Instead, I made this into a potential enemy who's gonna blast them to bits (or die trying).
Thank you for concentrating on lower levels.
Hey, I've noticed that your English has gotten even better! You pace yourself well and your editing has improved too, nicely done =]
Thanks! 😃
I'm still looking for the right speed, inflections, voice depth and video duration, but I feel like I'm 70-80% there...
With Tasha's new optional origin (allowing you to relocate the +1 wisdom to something else) and new feats like Telekinetic and Telepathic, I think you might want to consider editing some of the relevant choices. Maybe not do a rehaul of the video, but just change the document.
I would choose to start as warlock to get the armor proficiencies early, using Point buy, go for min max (15 15 15 8 8 8) With +2 cha and +1 dex, you have 17 cha 16 dex and 15 con. Grab Telekinetic or Telepathic then add it to charisma for 18, once you get to lv8 grab resilient and add to con to reach 16 con as well as getting con save advantage.
Been thinking about these changes myself. I have nothing conclusive at the moment, but I will do a few videos addressing all the stuff Tasha brought to these older characters.
Love this new format. I'm a massive fan of all your builds and use them as inspiration for a lot of my stuff. Really like how clear this format is though in comparison to older vids. I found the longer videos hard to follow at some points just because the shear amount of info that was present.
Yeah, it takes a while to get these done as it's tough to decide on improvements and modifications. I write word-for-word scripts and usually have multiple iterations that I mix and match, so it all gets really messy really fast. However, you lot like them more than the old ones, so I'll keep this new format up.
I find that a fun option for a Sorlock is using your Action to cast Booming Blade and then Quickened Thunder Step to get some distance and more damage, not to mention displacement. It also makes the extra Booming Blade damage more likely if they are trying to chase you down.
Quickened Metamagic is quite flexible, doubling the EB damage is what most people default to, but yeah, depending on the spells, you can make some pretty interesting combos with it.
Im playing a charater like this, currently lvl 3 pact of the blade hexblade warlock and going to go full divine soul sorcerer next. I am a fallen assimar, and currently role playing him as a fallen paladin who got corrupted by an evil god. Reakky fun to play
Sounds awesome!
What eldritch invocations did you take??
I like the video length and form of presentation very much. Also the build is quite interesting. Thank you!
Amazing video, I would love to see something with the shadow monk, there is so much potential there
@Manuel Infinite teletransport and infinite invisibility, both of those have potential
I love the how to roleplay section. You call yourself a Munchkin(g) but still take the time to realise a potential character keep it up :D
Yeah, I like to give a few ideas.
I've only just recently found your chanel maybe a week or so ago and i love your content! Looking forward to more broken ass builds.
so you are effectively getting 1d10+1d6+11 damage per shot of an eldritch blast now as a hexblade warlock with access to the polearm master feat, great weapon master feat, the right invocations, and assuming you land all hit without critical hits looks like this:
2d10(melee attacks)+3d6(hex)+18d8(eldritch smite)+1d4(bonus action attack)+78(combination of invocations, hex blades cures, etc) damage = average damage of 183
However, given that you can land a critical hit on a 19 or 20 and assuming you have super advantage from the elven accuracy feat your critical hit chance is roughly one third of the time meaning one of those attacks is liable to be a critical hit as a result your actual damage assuming you land a critical hit on one of your primary attacks should look like this:
3d10+4d6+24d8+1d4+78 damage = average damage of 219
Now I considering everything if your actual in game average damage should be roughly 206 damage, but that is only taking into account the odd of you rolling one critical hit on either the bonus action attack, normal attack, or you roll no critical hits at all if you take into account the actual odds of rolling a critical hit per attack then do the calculations for each hit then get the average that way you can get the actual in game damage you should be seeing if probabilities weren't bullshit.
I love sorcerlocks so much and I've always wanted to play a super healer but can also do really well in combat, both as support and for damage. This is the best thing I've ever seen! You've got my subscription 100%
Thanks! Yes, that was the idea, be sort of a 2-trick pony.
There's an equipment item called Illusionist's bracers that literally lets you double cast a cantrip, and a feat I'm pretty sure is homebrew called Cantrip Master that does the same. Either/or can be used by any class that has access to cantrips. No blowing sorcery points from that at least.
It's a Ravnica item, so while official, it's setting-specific. It's also very rare, which is just 1 step below legendary. Homebrew is a bottomless pit, some of it good, most of it an unbalanced hot mess. I like homebrew, my world is full of it, but in my opinion, it should be discussed only within the confines of individual D&D groups and tables to suit their own preferences.
@@DarthBoberEXMinMaxMunchking True, but if you're doing a lvl 20 one shot there's not much stopping a DM from allowing it in game. My DM basically bought every single expansion on D&D Beyond and includes them in his campaigns. Short of something like specific items from places like Waterdeep we just play with everything. *shrug*
@@DarthBoberEXMinMaxMunchking Also, when we do a level 20 1-shot we are allowed a specific item set up. 1 legendary, and either 2 very rare, rare, or uncommon items. Whatever group we don't get 2 in we get 1 item. IE 1L/2P/1B/1G or 1L/1P/2B/1G etc.
Either way, was just tossing the info out there for the viewers.
@@imthejman85 I envy you :)
I've only played one lvl20 character so far and that was after months and months of hard grind in one Westmarches Discord server.
I know lvl20 one-shots with a bunch of magic items are a thing, I just can't seem to find myself one of those :/
Any tips for a Tier 4 noob like me?
@@DarthBoberEXMinMaxMunchking I doubt you're a noob mate. We play with a group of 7, 2 of us DM so typically 5-6 per session. We're playing two campaigns right now, both almost finished. When we finish a campaign we do high tier 1-shots until we have the next campaign ready to start. One of our DM's doesn't like killing players, but our other guy literally built his latest dungeon intending to kill us. I can't wait, lol.
You are awesome!!! Thank you for all the great content!
Huzzah! Great one. Certainly a favorite build!
I played a character very similar to this in the saltmarsh modular. Was crazy versatile and after finishing that at about lv9 we did a lv 20 one shot where we took on tiamont and 12 beholders. It was my favorite character I ever played.
I rly need to find all these DMs willing to host lvl20 oneshots...
Great build!
In the cantrips, I would change "Sacred Flame" for Toll the Dead". Combine it with Spiritual Weapon and you have a 1-2 punch of doom at low level.
Valid.
I'm playing this with a level in peace cleric and it's freaking amazing,fun and powerful.
Not to mention the otk potential
Eldritch *BLAST*
Just wanted to say I love the build and your breakdown of the abilities is super helpful to understand it all! I'm an avid 5e player and DM and over the past year I've been working on my favorite character so far which is surprisingly close to your build considering I'd never seen this video. I've gone for the hexblade/divine soul sorcerer combo and added in 2 levels in paladin which (if you account for the pact magic + font of magic ability to produce extra spell slots) generates a very effective melee character using divine smite. It benefits from the mobility offered by sorcerer although instead of Aasimar I've chosen tiefling for the winged variant (to assist getting into that juicy melee range). This is a solid option if you want a different style of high DPS build which results in outputting basically the same average damage over a period of time (except for the simulacrum ability at Lv 20 since that basically doubles your damage but keep in mind that sims are squishy, don't recover spell slots/HP, are costly to make, and are irrelevant until level 20 anyway)
And on top of that another benefit of choosing melee over cantrip damage is you can't counterspell a weapon attack
Sorlockadins can be made very effective in various ways. Here's my take on it ruclips.net/video/JQSRZBgW_no/видео.html
So here's an interesting bit: There's a Winged variant of the Aasimar that was presented as part of AL season 9 as an option you could swap to at level 5. It's like the Winged tiefling where you trade your feature for wings, but it would absolutely be a force to be reckoned with on a build like this.
I wasn't aware of that. I don't pay much attention to AL still, but maybe I should, a large contingent of players are participating in it.
@@DarthBoberEXMinMaxMunchking I don't even play in it, I just found that bit while looking for some spicy homebrew.
A few changes I made since mine will end up being the main party healer...I took inspiring leader over the wisdom boost, I also grabbed polymorph, Heroes' feast, word recall, and holy aura
You did what I always recommend doing, you adapted to what is most needed at the table.
Tasha's *changed* Booming Blade, Green-Flame Blade and Primal Savagery, among other things, though much to my surprise, they still function with War Caster, *even Green-Flame Blade,* as you are now able to decide *not* to jump the fire before the attack attempt, and that lets you use it.
Can no longer Twincast it, though that's less of an issue here when you're likely going to use that with Eldritch Blasts anyway.
you could never Twin GFB, just BB.
Well yeah, I know that about GFB, how it was before. Though curiously with the newly clarified option to make the flame jump, you *would* have been able to, if not for them then tagging it as Self.
Still, this is mostly just to point out for anyone else who may be wondering whether Tasha's breaks BB for this build, as I was. Very surprised to see they explicitly mentioned it still works for War Caster.
Well this is just great!
I actually just made a,,, somewhat similiar character. Although, I decided that I liked the idea of more Spell slots.
So I went Custom Lineage, I went +2Cha and I took the Metamagic Feat. You might be wondering what my race is.
I am a duck, that some celestial who was probably bored decided this duck was really cute and deserved some epic Warlock powers and sentience + I got free beast speech because my DM said. This duck then joined a Mage guild which is what I am reflavoring the Orzhov Representative background to.
Its important to note that the spells the Orzhov Representative background gives you are added to ALL YOUR SPELL LISTS which means that you can manipulate it under the same rules as any other spell you would know from that class. Now, with 4 Celestial Warlock and 1 divine sorc in levels, I really can barely change my spell list so honestly it doesn't feel very OP.
Why this is important is that, even though I am only one level in sorcerer, I still have level 2 sells on my sorcerer spell list.
:) Sure I can only change 2 spells per level up, but honestly thats okay.
My favorite bit is that I am also THE ONLY HEALER AND SPELLCASTER IN THIS FUCKING PARTY but thats okay because I can cast Cure Wounds through my familiar and then use Celestial Warlock healing as a bonus action so that their SORRY ASSES don't get downed.
Also, yes the duck is wearing the gold chain given from the Orzhov Representative background
Divine Sorc is simply the most versatile Sorc of them all. Paired with Eldritch BRRRRRlast it becomes a combat powerhouse who can easily both keep people alive and seriously wound the enemy.
I just came back home from a one-shot, played a bog standard Half-elf Divine Sorc/Hexblade and I did just that - dished out a ton of damage and kept the Wizard alive long enough for the rest of the party to kill the boss before it murked the mage. It just works, very well.
@@DarthBoberEXMinMaxMunchking Your timing couldn't be better either! I just came out of playing my WarlockDucc
Between Twin casting cure wounds, amd using my bonus action heals, and actually really just one clutch Shatter that caught all the enemies.
HONESTLY if I didnt have my familiar in order to cast Cure Wounds while I just stood around to give free advantage.
Again, I can't use weapons because I am a duck and without hands. Lol
You might have talked about in the video, and I just missed it, but I never heard you say anything about the free spell Divine magic gives you based on the alignment of your divine origin. It can give protection from evil and good, so you could take that at an early level, and instead take something like armor of agathys when you get to warlock 2. Or you could take cure wounds or bless to help out your allies. What do you think?
That one's flexible in my opinion. From a mechanical perspective, I'd probably go for Protection from Evil and Good, that one scales the best into high levels. Problem is, it's a Concentration spell, so you have to willingly opt for a "turtle shell" defensive approach during combat, reducing your offensive output.
You won't go wrong if you make a roleplay choice. To be honest, whenever I play one of these characters I talk about in the videos, 10-20% of mechanical choices I make are purely roleplay. I'm really not a roll-player, I find dice-sessions boring.
I absolutely love this new style for your videos.
Glad you like them!
You only did 14 spells for the sorcerer. And a divine soul can learn up 16 spells. My choices for the remaining 2 would be hypnotic pattern and spirit guardians.
Hypnotic pattern virtually guarantees the end of encounters vs hordes of weak enemies which normally serve to drain resources. Being able to take out most of them without much investment is excellent.
Spirit Guardians is the perfect choice to upcast. It scales at 1d8 damage per round and since you have a relatively circumstantial 5th level spell casting spirit guardians with it is worthwhile especially when you can burn other spell slots to get raise dead back if necessary. I would mainly cast it if I got stuck in melee as it halves movement speed and grants a reliable source of damage. Especially if I have repelling blast it can really help lock down the enemy especially if you have even squishier casters like a wizard or bard without additional armour proficiencies.
I would also consider conjure celestial as a 7th level spell especially if you have a wizard as they are likely to take plane shift or teleport. Conjure Celestial can be used to summon a coautl which has a huge number of spells that it can use and unlike most other summoning spells when your concentration breaks the creature doesn't try to murder you. An excellent use for it is have it cast bless on you and other damage dealers which will boost your damaging capabilities as you should hit substantially more often and it will also help you from losing concentration keeping the coualt around for longer.
Those are always good, yeah.
This character isn't a slouch defensively either and has access to many spells that are capable of increasing the survival of you and your party such as shield of faith for a plus 2 AC or warding bond giving your ally plus 1 AC and resistance to all damage believe me the paladin will thank you for this
I was considering leaving Shield of Faith in there, but with so little spells known and so many spells on its list, Divine Sorcerer has to be picky with its spells. Still, if you find Shield of Faith working wonders on lower levels, you can simply keep it instead of Spiritual Weapon for example.
This character can be balanced either way, you can decide to be more damage oriented, healing and support focused or even switch into full control caster at higher levels.
As I said in the beginning of the video, whatever the party needs, whatever you want and whatever the campaign dictates. This is just one version of it.
I struggle between trying to pick between sorcerer 18/warlock 2 and sorcerer 9/warlock 11 from the necrolock. The necrolock seems more interesting to me but I feel it's a lot weaker in tier 4 without an undead army and the games I play in are usually level 10-20. I've been struggling for ages which to go in our next game
Necrolock is a gimmick that's sorta semi-viable, something in between a goofy one-shot character and long-term campaign build. EB minigun Sorlocks like this one are much easier to incorporate into a conventional party composition.
Thank you MinMax! Using this as a DMPC to help out a 2 pc campaign.
No prob. Have fun!
Just found your channel and I must say, I love it! One question I had about the build though, Why do we need a higher WIS score? Cleric spells become sorcerer spells when you pick them so it takes your CHA instead of WIS. Wouldn't those extra points be better used for a higher DEX or CON? Thanks in advance!
WIS save proficiency is one of the best things to have at higher levels, which is why I recommended Resilient Wisdom feat. You can Absorb Elements failed DEX saves and your CON is fine at 14, you shouldn't be relying on your hitpoints anyway, instead positioning and kiting from safe distance.
@@DarthBoberEXMinMaxMunchking Makes sense. Thanks!
Hallo ! Thanks for the nice videos and builds you are doing a great work !!
One question though :
Could you explain why you take resilient feat first over war caster ?? Don't you benefit more from war caster at early levels ?
And how can you cast booming blade without weapon on hand ?
Arcane Focus = Staff = Quarterstaff = melee weapon
You can take War Caster for easier spell components, but I value HP a bit more at lower levels and you can still manage the "arcane staff/free hand" clunkiness with a free object interaction during your turn.
If you play as a drawf and get drawven fortitude feat, along with pact of the Chain gift of the everliving ones, you can more or less heal yourself will avoiding attacks and heal yourself your full hp.
Works on lower levels. At higher levels, familiars die instantly.
@@DarthBoberEXMinMaxMunchking
True but by then with like an imp, he can be invisible and up to 100ft away from me and I still get healing...
An very little AoEs have greater than at 40-60ft radius.
Lovely build, will probs try this out myself. Many thanks
Have fun!
The thing is you don't need to cast mass heal unless the entire party is down which will almost never happen so bursting someone up by 140 hit points is typically more than enough to keep them going in a log term fight
Exactly.
I’d wonder if he’d do a paladin/divine soul sorcerer multiclass. Basically a paladin that primarily chooses cleric healing/buffs and reviving spells to be an actual healing tank that can also cast Shield and Absorb Elements
Someday maybe...
Do i get something wrong here?
->@Radiant soul feature
"and once on each of your turns , you can deal extra radiant damage"
Why does this seem to me as if you'd only add the extra damage to only the 1st EB?
*confused*
No, you're right. The thing I was talking about is that you only need to hit once for the entirety of the Radiant Soul's extra damage to be applied. It's not the biggest overal damage increase in theory, but effectively, you're almost guaranteed to deal 100% of it every round.
On the other hand, for the maximum damage to be dealt via Hex & Hexblade's Curse, you need to hit all 4, 6 or 8 EB rays, depending on the character level. Not to mention that maximizing Hex/Hexblade's Curse damage relies on you burning through sorcery points for Quickened Metamagic, so if you decide to conserve the sorcery points, now those 2 damage buffs suddenly deal even less damage than Radiant Soul, depending on the level.
So, while Hexblade's Curse does deal significantly more damage in theory, if you miss most of your attack rolls, which is possible even with advantage against high AC monsters, or if you're simply out of sorcery points for Quickened Eldritch Blast, you won't be dealing nearly as much damage. Meanwhile, Radiant Soul doesn't have this accuracy and resouce dependency, all you need is just 1 hit and you dump all the extra damage right away.
There's pros and cons to everything, you just have to be mindful which damage buff to activate against which enemy, and when.
The number of rounds the combat has also affects this decision making. You don't know in advance whether the combat is gonna last 3 or 8 rounds, but if you're dealing with a crapload of enemies coming from all sides, activating Radiant Soul and Hex at the same time might actually be a viable approach in that particular, specific scenario, because the fight might drag on longer than is usually the case, allowing you to activate more damage buffs one after another.
Gauging these things on the fly is a skill that you develop with time. I can tell you honestly I'm not the most skillful when it comes to "reading" into the possibilities of these different outcomes, but being mindful of them helps make better decisions overall.
With the new invocation feat from tasha's, do you recommend a 1warlock/x divine sorcerer
It seems better. I'll address it in the separate video soon, once I make up my mind.
@@DarthBoberEXMinMaxMunchking what would you suggest for lvl 19 divine soul sorcerer ability improvement in this case?
With 19 sorc/1 lock compared to 18 sorc/2 lock you'd lose a second warlock spell slot , which you may or may not be able to burn in short rest shenanigans to get extra sorcery points, plus an invocation in exchange for one permanent sorcery point and an extra 6th level spell slot. For most of the campaign I think extra lock levels up to lock 2 or 3 are better but if you think you'll go to 20 sorc 19 might be the way to go.
One thing I should mention is that casting the wish spell is better than casting a mass heal spell as it can restore the entire party to 100% hit points as one of its listed effects which is cool
Yeah, it's the most powerful spell for a reason. I intentionally nerfed it in my home campaign, I made the part about "you can wish for anything, but be careful what you wish for" locked behind the so-called Arcanium (ruclips.net/video/i_wfF4mY5KM/видео.html) and it's been working just fine, the option to cast ANY spell is super flexible and powerful.
I think you underestimate how powerful this build is if you pick a kobold. Pick the eldritch invocation Devil's sight and the darkness spell and sunlight sensitivity is now overcome.
Whenever you're in low light as long as someone in your party picked a melee character anytime they attack someone you have advantage and can use hex.
I have one or 2 Darkness + Devil's Sight combo characters on this channel. Frankly, I don't want to use that combo on every Warlock, it gets repetitive and it can often hurt your party more than it helps you.
Quickened eldritch blast, hexblade's curse, 7th level spirit shroud, action surge, all hit, no crits: 16d10 + 80 + 96 + 48d8 = 480 damage on average.
5th level bestow curse for an extra 72 average damage
You sumarized my next Sorlock video perfectly ;) I call it the Spiritlock.
Is polymorph a good option ? I like this spell.
Also what of wish is banned ? This build seems to heal enought so is mass heal overkill ?
Also lv6 have disintegration to deal with wall of force ? (If I remember it doesn't work on forcecage)
I don't play sorcerer a lot, I prefer being a wizard to learn everything, if not a paladin to SMITE.
Polymorph would be OK, though I find it only good in late Tier 2/early Tier 3. T-rex doesn't live long against CR 15+ monsters due to its very low AC.
Banishment, on the other hand, is always relevant, even though it's a higher risk, but it's also a higher reward.
I'd most likely consider Mass Heal or Meteor Swarm if Wish was banned. Both spells fit this characters theme, so it's only a matter of do you want the ultimate blast, or the ultimate heal?
Disintegrate is good for Wall of Force/Forcecage, but Sorcerers do suffer from very few spells known, so you have to pick and choose, you are not a Wizard who knows 50+ spells. I know it requires a higher character level, but Antimagic Field would solve the problem, so with a Divine Sorcerer, it's kind of like a "which catch-all solution do I pick and at what level?" type of deal.
You can also totally go the control route and pick Reverse Gravity with Careful spell Metamagic.
That's why I said in the video, this isn't the only or even the best way to learn spells for your particular version of this character. It depends on the party composition, campaign, setting, types of enemies, DMs style (lot of combat, little combat, hordes of enemies, 1-3 beefy homebrew monsters dishing a frickton of damage etc...)
I, for example, never end up with a character that I envisioned at the beginning of the campaign. At some point, something happens and it makes you change the direction of your mechanical progression. I don't doubt at all this type of character would have vastly different list of spells known across different gaming groups.
@@DarthBoberEXMinMaxMunchking What is tier ?
Also yes it's better to build a character who synergize with your campaign setting.
I will definitively pick create food and water if I'm in a survival campaign and I don't like it. (Sometimes you just don't take it because you like your GM. If it's a good GM =P)
For disintegrate that's what I thought
Improvising is what make DnD a great game. The funniest moment I played were when everything went out of control. Or cheese strat that make DM loose his hair
@@anonyme4881 PHB, page 15 for info on tiers of play.
Yeah, no player character resists change in contact with a campaign, no campaign resists change in contact with a player character.
@@DarthBoberEXMinMaxMunchking Ok, I need to re-read the PHB
I am hyped to play this build in a campaign but I changed the tome/chain to blade to grab eldritch armor invocation ( we are allowed to use UA) resulting in me being harder to hit with full plate and shield for less utility but our group is high on utility anyway.
Oh yeah with UA I'd go for a couple of those new invocations myself too.
I appreciate this channel so much. I'm playing my first campaign and I chose Divine Soul because I thought I was joining a mid level campaign who's healer quit, but my friend started a new campaign with lower experienced players and I am having the time of my life, it's the highlight for me bi-weekly, I'm so happy with this build as I'm 3/1 and I know after my next level things are gonna get really really fun! I kindly ask this question hoping you have time to respond.
Which of the following Rare Items do you think would be best for this class, My DM wants us to let him know which items we have our eyes on and I have to many options that excite me.
-Ring of Spell Storing
-Bloodwell Vial- Leaning here for more SP
-Astral Shard- Seems insane to me to be able to move cast a metamagic spell on target, teleport 30 feet, cast bonus action metamagic spell, teleport ANOTHER 30 feet
Rod of the Pact Keeper
Rod of Fireballs
Far Realm Shard
I recently saw a Bloodwell Vial in action, our level 5 Wild Magic Sorc has bought it for measly 500 gold (crazy DM I know...). It's absolutely nuts in terms of power. However, if the DM does allow you to turn Warlock slots into sorcery points (some DMs don't, they think it's overpowered), then I think Rod of the Pact Keeper is so much better, simply because it synergizes with Eldritch Blast, while Bloodwell Vial doesn't.
Astral Shard is situational, but it would effectively prevent any chance of your enemies running away from you in most cases, unless we're talking some extreme movement speed ones like Quicklings and whatnot. Mobility can be an issue in campaigns like Tomb of Annihilation that has a crapton of outdoors fights, but if you find yourself in claustrophobic dungeon-ish places all the time, that extra mobility probably won't matter.
Rod of Fireballs is way more powerful than Ring of Spell Storing, but it's also way less flexible. Contrary to the popular opinion, Fireball is not a solution to all the problems. Sometimes you need to be more elegant in your approach ;)
@@DarthBoberEXMinMaxMunchking thanks so much for taking time out of your day to respond I sent you a tip on streamlabs I really appreciate your input
P.S- My DM let me swap a uncommon I started the game with and have never used for the uncommon Bloodwell Vial and i'm estatic, i'm only level 4 so I haven't got the full functionality out of it but its awesome!
Id suggest grabbing sanctuary. Put it on yourself and/or ally then hex the opponent and give them disadvantage wisdom saving throws
Hex gives disadvantage on ABILITY CHECKS, not SAVING THROWS. Common misconception.
@@DarthBoberEXMinMaxMunchking wow yeah you're right. I cant lie when i saw the title of this video i onew exactly what this was cause ive had the same general concept for like a year. Instead of hexblade I thought celestial and instead of eldritch sight I thought to take repelling blast. Still great minds think alike
Hey. i recently started to play D&D 5e and was looking for Sorlock guides. I like yours a lot but i think i found a flaw. The orginal Aasimar gets +2 Cha, but
the Aasimar(Protector) gets only +1 Wisdom without the +2 Cha. Is this right? That s how i read it in Volo's Guide to Monsters.
No, all Aassimars get +2 CHA. Protector Aasimar is a sub-race which gets +1 to WIS on top of that.
@@DarthBoberEXMinMaxMunchking Thx a lot for the answer.
I recently discoverd the feat crossbow expert gives you the ability
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack roll
always being able to cast EB without disadvantage seems kinda op and a better option than booming blade. I am thinking about to replacing resilient(wisdom) feat with crossbow expert
Would it be possible to use twinned spell on the Simularcum of the Wish spell? To maybe make a copy of another partymember?
I might have missed it, but how are you getting access to Simulacrum? It's under the Wizard spell list, not Sorc, Cleric, or Lock, and if I'm reading the Pact of the Tome ability, you wouldn't be able to learn Simulacrum, even as a ritual, due to the low Warlock level
You cast Wish to get the effect of Simulacrum spell
So you shouldn't need to pull off more than 140 healing in a round as even a tarrasque with all 5 attacks it only does an average damage of 148 which if it is hitting the barbarian it is nothing as it gets cut in half to 74 and a barbarian worth their salt can have over 300 HP at 20th level so they could take 5 full attack actions from the tarrasque.
i think this would be a really cool champion of the raven queen character.
It can fit several RP/thematic angles, because you get powers from different sources.
So take this set up then use the elven accuracy feat and land critical hits left and right with a single shot of eldritch blast doing 1d10+1d6+11 damage with a potential of 12 shots meaning that is a total of 12d10+12d6+132 damage resulting in an average of 240 if all attacks hit then taking into consideration that a third of those should be critical hits that means your dealing 16d10+16d6+132 which results in an average damage of 276
this is with twin casting btw though I will say elven accuracy is extremely powerful on hexblade warlocks because they are the perfect combination of things to land massively high damage eldritch smites
Half-elf + elven accuracy can be slapped onto any attack based Charisma character out there, but that would be so boring and I don't wanna do it.
@@DarthBoberEXMinMaxMunchking I understand it can be boring, but if your looking for optimal damage that is going to be the best way especially if you're fishing for critical hits as being able to land a critical hit every 3rd attack is insanely powerful and would take your damage to insane levels that can't other wise be reached though it is a lot of math to calculate average damage when compensating for critical hits adding bonus damage and the odds of landing critical hits in the first place someone really needs to make a calculator to do all of that.
Nice build for sure ! Quick question, how do you roleplay the part with your weapon (hexblade) since it can't be your focus for spell casting. Do you use a shield as a pack weapon and keep your focus to cast the spell ? Sorry if it's a dumb question but I never played a caster before.
Yeah, sorry, I really don't understand the question because it just doesn't make any sense to me lol :D
Sorry I was missing some information and look it up after. At first I thought you couldn't cast while using a shield so I was confused (you can while not having the weapon out or with the war caster feat). Sorry for wasting your time. None the less, amazing build and my next character will probably be a Sorlock.
I feel the calculations are wrong for this point: Haste
If you were to cast Haste on yourself and the Simulacrum, you could cast Eldritch Blast 2 more times. Unless I am mistaken.
If I am right or wrong, someone please tell me in a comment below.
Otherwise I love this video! I played the first build and it was already good, and having it improved is so good to see.
i could be wrong but "That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. "
Haste does not allow you to cast 1 more spell. If it did, it would easily be the most broken spell in the game.
Imagine casting 2 spell per round... It would be broken, mage can do so much shit in DnD
Would you recommend this build for a shorter campaign?
tbh I am not sure how far into it we will get. May get to 20 or may not even get to 10. Not sure. We are starting at level 4 btw.
yeah, this can work on lower levels. you won't be able to BRRRRRR as much, but you will be able to go mini-nova every now and then.
@@DarthBoberEXMinMaxMunchking I've never actually played D&D before this although I have seen my fair share of others playing. I guess starting with a warlock multiclass isn't the best option but I'm committed. (I'm playing an Aasmir in the process of falling... with the Haunted One background)
My DM is letting me start with "The Rod of the Pact Keeper". So I decided to pick "Thief of Five Fates" as an eldritch invocation for now giving me "Bane" as a warlock so the rod affects it. (That will probably be super annoying and something the DM will probably regret haha.)
Because of this, I will be using a shield in one hand and the Rod in the other (as my focus). How do I go about using Absorb Elements in this case? Would you recommend not even taking it if I won't be making a melee attack? or should I still keep it and attack with my rod as a makeshift weapon?.... or do you actually just use Absorb Elements for the damage reduction and don't really care about the attack?
Thanks.
(Bonus idea. What do you think of taking a spider familiar with Pact of the tome and learning "Inflict Wounds" allowing me to cast it through my spider while flying around? I feel the damage as an early level character might be pretty strong, but I am not sure)
Potentially update for the new 2024 rules?
With the new Eldritch Mind Invocation from Tasha's giving you advantage on concentration saves (i.e. War Caster lite) that can free up an ASI. Could take ritual caster Wizard instead of the 3rd Warlock level if you still want the versatility which is great.
War Caster is still invaluable when you're carrying a shield around because of the spellcasting components. I wouldn't dilute this build with a Wizard, too much MADness.
Whether you blast or heal, it's all the same to daddy YT, some come join me on my second channel:ruclips.net/channel/UCjZAhthhLSys4WaDZ9KvY7g I'm DMing a homebrew for my buddies, I think you may like it ;)
In reality you don't need to burn so many high level spell slots to do enough healing as simply twin casting a 6th level heal spell will be enough to shrug off most damage
True, I was just trying to paint a picture of an extreme case scenario and the extent of healing this character is capable of doing very quickly by combining spells and Metamagics.
In most cases, just 1 Twinned Heal cast at its lowest level would most likely be more than enough to give your Barbarian, Fighter, Monk or Paladin enough of a buffer to keep soaking damage on the frontline without fearing for their lives.
Quick update as of 20.11.2020, booming blade isn't castable on the target anymore, as such it can't be used with warcaster
twitter.com/JeremyECrawford/status/1326596181560942593?s=20
@@DarthBoberEXMinMaxMunchking Okay, what's the point of reprinting booming blade and gfb, changing the target to "Range: Self (5-foot radius)"
if the wording on warcaster is:
"When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature[...]The spell must have a casting time of 1 action and must target only that creature."
Only to instantly release Sage Advice stating that it does infact still work.
(even then, why would they change material component from "weapon" to "weapon costing 1s or more" is beyond me, especially given the fact they made bladesinger viable, only to nerf it's best combo (shadow blade+blade cantrips) in the same book.
Bladesinger is gonna be nuts with Spirit Shroud though, legit martial Wizard.
@@DarthBoberEXMinMaxMunchking It's still a spell that's concentration (like shadow blade) and is arguably worse than shadoblade in pure dmg output, atleast at low lvls (too tired to do math for higher levels now) at the cost of 3'rd spellslot you now have a weapon that deals 1d8piercing+1d8 necro/radiant/cold (plus other benefits, taking rapier as base weapon)
with shadow blade you get 2d8 weapon that can be thrown and has auto advantage if the target is dimlight or darkness letting you abuse the shit out of elven accuracy
i eldritch blasted the h*ck out of that thumbs up button
...WHAT DO YOU MEAN NO DOMINATE BEAST/PERSON???
Can someone tell me how come in the damage calculations, in the first section it says 4d10 instead of 3d10? There are 3 rounds so there's 3 castings of Eldritch Blast on action per round. What am I missing to get the last d10?
At character level 17+, Eldritch Blast allows you to attack 4 times, each attack dealing 1d10 base damage.
@@DarthBoberEXMinMaxMunchking Wait it scales to character level? I thought it scaled to warlock level... This build just exploded in my head. Thank you SO much as always. You've got me waiting for whatever comes next. ;3
Stay safe!
@@powerhungry92blank15 All cantrips scale based on character level (5, 11, 17)
Why would you want to not have agonizing blast? It's such a good damage spike over Eldritch Sight.
Curious
You do, didn't you watch the video?
@@DarthBoberEXMinMaxMunchking I’m talking about in the early game
Any possibilities to add a 3 attuned item section?
ELDRICH BLAST!!!
If your limited to the player hand book Races which would you go with and why?
Half-elf. Because it's OP af.
@@DarthBoberEXMinMaxMunchking one more question for you, at level 4, My character died in grand fasion and days later my DM stated I'll be returning as a Vampire. Any recommended builds to leverage that explosive upgrade? (wood elf ranger(Revised), Fighting Style Archery / fighter 2 Fighting style close quarters shooter.
No idea, because I don't know the mechanical implementation of vampirism your DM will use for your character.
As i planning to play a sorloc in next week session there is a thing i don't understand in D&D5. Maybe i'm too used to 3.5 but how do you calculate the caster level? I mean, as a Sorceror 3 warlock 2 shouldn't o count as a level 2 for the eldirtch blast? i can't find this rule on the handbook
Cantrips scale on your character level, not your class level
Cantrips aren't tied to class levels, they scale of character levels. This is because, among other things, some racial choices and feats allow you to learn cantrips.
how the hell did you obtained healing spells on sorcerer? I have read it in and out and have no idea.
Divine Sorcerer subclass.
@@DarthBoberEXMinMaxMunchking Got it, This just proves I am blind as the mole or dull as a brick. I don't know how I could miss that.
I miss obvious things all the time, don't be hard on yourself...
Would a pure sorcerer work (using spell sniper, eldritch adept, and war caster), cast haste on yourself, agonizing blast, action, bonus action, haste action, would that be good?
Haste action can't be used to cast spells, the spell description specifies what options you have.
What do you think of new tasha's classes for sorlock? any plans on a video?
Clocklock is in the pipeline. Not sure if I'll do more than 1 Sorlock variation, but 1 is gonna land later this month.
@@DarthBoberEXMinMaxMunchking awesome because that is exactly what I was hoping for clockwork
@@DarthBoberEXMinMaxMunchking Any idea when it will be up on patreon though?
what do you think is the most attacks against multiple creature possibly made in one turn
Action Surge Steel Wind Strike most likely... maybe...
What would you have to do if you are wielding your shield and hex weapon, but want to cast a spell with material components?
I guess I’m just confused about why we even want war caster here other than advantage on con saves for spells. You have the shield in hand, and other hand free. Most of the spells you listed don’t require material components. So you’d be fine without an arcane focus. However war caster is good when you have to use a material component. So shield in one hand, focus in the other. But then why Hexblade? I don’t get it. The booming blade and green flame blade sound great in theory, but with this build, when would you ever have your sword in hand over your focus? I love this video but I can’t wrap my head around this concept at the moment. If I’m missing something, could you break it down more for me?
Your weapon is your arcane focus (Staff = Quartertaff), so unless you need a specific component that has gold value or is consumed, I'd do nothing basically.
Min/Max Munchking so then if you wanted to use booming blade or green flame blade as an AOO it would only be a plus 5 to hit, because an arcane focus can’t be a hex weapon, correct? That’s the way it’s happening on dndbeyond. Sorry for these super specific questions. I just want to be absolutely sure. Is there no way to get this characters AOO up to a +11 and still be able to reliably cast spells that require a material component while also holding onto a shield?
Somewhere in DMG it says that arcane focus staff is the same as quarterstaff, I forgot the page. There are several Sage Advice links confirming the same iirc. I don't know why D&D Beyond doesn't recognize it as such.
You can just add it on your own. There's no reason besides DM vetoing it why you wouldn't be able to use your arcane staff/quarterstaff as your hex weapon.
what to take in 15,14,12,10,8 system?
xxii Well, I would recommend putting the 15 in Charisma, cause that determines the power of your spells and spell DCs, and attack rolls. Next since your a blaster type character, and not really going into the front lines put the 14 in Dexterity. The 13 should be put into Con and then put the 12 in wisdom, the 10 in Int and 8 in strength. You don’t need strength. Now next ability score improvement you can round out your Charisma and Constitution.
Those would be my recommendations but, who am I but a random person on the Internet?
I like this build but perfer cesteial Warlock 6 and 14 divine soul Sorcerer
Forget using meta magic for Empowered Spell. Use it for Quickened Spell and each caster can fire off twice as many Eldritch Blasts! So the character and the Simulacrum could each fire 8 blasts a piece in that round. So by your third round you can pop off with 16d10 + 16d6 + 80 + 96! That's 784 damage on average! Goodbye ancient red dragon!
I thought about clickbaiting the damage in the thumbnail because yes, with Simulacrum you can basically double the damage output, but I decided against it to keep things somewhat "realistic", whatever that means...
What Parton?
Aside from sacred flame being more thematic and have radiant dmg, isn't toll the dead over all more powerful, if u want to min max?
Way more monsters are resistant to necrotic than radiant damage. But in principle, you're right though, you would be dealing more damage with Toll the Dead over the course of campaign, unless you're constantly dealing with enemies that are resistant/immune to necro.
I like sacred flame for its ability to ignore cover though, it usually ends up in some shenanigans down the road and in a weird way I enjoy those situations where my tables start arguing about it XD
Sacred Flame can target enemies behind total cover, for example Wall of Force spell. Toll the Dead cannot. Big difference.
What if I picked the celestial pact instead of hexblade? I think it’s more thematic with the divine healer build
You'd deal less damage, but it would be more fluffy.
@@DarthBoberEXMinMaxMunchking what do you mean “fluffy?”
I still wanna see an Oathbreaker Build since it's one of my favorite classes and wanna see the builds which work with the Oathbreaker stuff.
One at a time, one at a time...
I've just recently started a campaign where I'm playing a divine soul sorcerer and am planning to multi-class into a warlock. The only problem I have is that I can't decide which warlock as my patron would be Waukeen, the goddess of trade and wealth. I know gods work through clerics but story wise it makes sense in our campaign. I'm not really worried about min maxing mechanical benefits, I', more concerned about the plausibilty of it. So, any ideas?
Celestial Warlock who tosses "healing gold" at people?
@@DarthBoberEXMinMaxMunchking more like, the character's divine soul comes from Waukeen but since he's from Athkatla and using magic is regulated there by the Cowled Wizards he had to run. Which Waukeen didn't like or approve so she gave him some more power.
As I said, I'm more worried about the plausibility and the narrative then the mechanics because our DM said it's going to be more of a social campaign
@@cromagnonac Sounds to me like an even stronger case for Celestial Warlock.
@@DarthBoberEXMinMaxMunchking oh, I'm an idiot, yea, that would be perfect, I wasn't looking past PHB for patrons, thank you ;)
No prob mate, I often spend a lot of time myself trying to tie mechanics with the theme in an interesting way, so it's just a matter of fleshing out the concept with the existing building blocks.
And I would totally enjoy tossing gold coins at people yelling "Let this piece od wealth be a conduit of health and wealth" while casting Healing Word or Celestiallock's healing thingy.
Picking up Illusionist Gloves would save you a LOT of sorc points from those quickened eldritch blasts. But I know these builds dont usually include items
Yeah that item is hella broken.
Love ur videos im doing two of your bilds in a discord server thats similar to adventures league
Nice, hopefully you're having fun with them :)
is it possible to oplay this as a half elf?
yeah, you totally can.
The question i would have is at each level what do I put into each level.
ruclips.net/video/mStIR0mOJ1Y/видео.html
Thank you a youtube who responds to his fans😁
How are you casting cleric spells with a Sorcerer/Warlock?
Divine Sorcerer subclass. Look into it.
Xanathars Guide to Everything official expansion book
@@DarthBoberEXMinMaxMunchking found it, sorry. I feel so stupid.
@@jasonwhisnant5457 No worries mate, we all start somewhere and at some point in time. I knew nothing about 5e just 4 years ago and it took me like a year and a half to feel confident talking about it here on YT.
As long as we all understand we're uneducated on so many things (me included ofc) and that there are people out there who know better than us, things can improve.
Problems arise when people think they know better than everyone else and they don't even know wtf they talking about in the first place (met a few of those even on this channel, would not recommend interacting with them lol)
Damn
Cleric and paladin most be payering to be sorclock instead of Cleradin🤭
I see you have a way with names.
Any changes to this build after Tasha's?
yeah, I will have a few videos on Tasha changes specifically.
@@DarthBoberEXMinMaxMunchking that's awesome, can't wait!
Great channel btw!
Interested to see if this is still the best damaging support/blaster build out there. What would you change up, based on the expanded options this year?
Why heal when you can kill? Your allies can't die if there's no more enemies.
Could you be able to make this build with a fixed array and with no feat unless Variant Human?
To some extent yeah. Feats are important for most, if not all of my characters. I presume you're asking cuz of Baldur's Gate 3?
@@DarthBoberEXMinMaxMunchking No, just Adventurer League new "basic rules" so no Feats unless HV...
@@DarthBoberEXMinMaxMunchking By the way Thank you so much for the attention provided!!! You Rock on your Builds btw..
@@ingresosperpetuos Yeah, replying to comments has become a part-time job for me at this point. I'm slowly accepting I can't get to all of them and I've stopped replying to everyone, but every time I choose not to reply I feel like I'm doing a disservice to that person, cheating in some way... Feels very weird.
@@DarthBoberEXMinMaxMunchking Thanks Again.
Did you thought to use Aspect of the Moon to keep stacking the Sorcerer Points and keep healing with the Divine Soul?
The point buy you showed at the beginning is objectively bad, you should be putting the plus one racial in either dex or con, since that saves you two points, one of which can go in your wisdom, leaving you with a floating point you can put into strength for carrying capacity
this is a pre-Tasha character, from the time when racial ability score bonuses were locked and you couldn't put them wherever you want.
I'll update it eventually.
@@DarthBoberEXMinMaxMunchking oh, sick
I thought you couldn’t cast two cantrips in one turn?
You can, no rule prohibits that. The DM can say no, but then you are no longer playing 5e, you're playing some other system where spellcasters are radically nerfed.
Min/Max Munchking oh cool
It's that you can't cast two leveled spells on the same turn but you cast two cantrips or a leveled spell and a cantrip
Westmarch players represent.
It's been a while, how you doing in this new lockdown meta?
But sorcerers can't get heal right or am i wrong? Please answer need help
Divine Soul sorcerers can learn cleric spells.
I'm kinda confused
You just started playing? Or you never bothered delving deeper into the mechanics and synergies?
Not judging you in either case, just curious. When I first started playing 5e it seemed way more complex than it actually is. 5e is kindergarten compared to 3/3.5e or Pathfinder.
And they complained that the Mystic was op...
Wait for Tasha to hit the market, Hexblades got nothing on a few of those subclasses.
👍🏻
Gonna go ahead and Twin this. 3rd.
Gonna go ahead and Twin this. 3rd.
Gonna go ahead and Twin this. 3rd.
First