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Tuesday, April 29, 2025

Sorc 2024. Build by Bilbrons

  •  Good! 2024 sorc gets Innate Sorc immediately(?) which gives you ADVantage on attack rolls like Scorching Ray, wow. Plus a +1 DC on spells. 
  • Uses lots and lots of scrolls. Scorching Ray times a bajillion and a few Shield. 

https://www.youtube.com/watch?v=bZ4APk0TA-A

Level 5 uncommon items to try get

Bloodwell vial +1

Circlet blasting

Ensp lled staff (hex, hunters mark)

Pearl power

Wand warmage +1

Winged boots

Weapon of warning


He uses Hunters Mark + Scorching Ray for good dmg. (maybe Hex also???). 

Fey Touched feat level 4 or later, for Hunters Mark + Misty Step, kick butt! http://dnd2024.wikidot.com/feat:fey-touched


Talk of Empowered Spell + Chromatic Orb (not Bilbron's build) being high dmg sounds interesting. Maybe big deal b/c of the "exploding dice" thing?? Not sure if they are right, but you can at least reroll to try to get that exploding dice thing again i guess. 

Bilbron's response: 

It was buffed but the math doesn't support its use over regular AoE if one has Careful and Transmuted Spell. In practice we will never cast this as our other options are always superior. But it's good for most other builds since few have both Careful and Transmuted!

...see a thread about it:

https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/214040-empowered-spell-metamagic-and-chromatic-orb




... OK, hope Bilbron doesn't mind, going to paste the transcribed words to help find stuff:

so a few days ago the guys in my Patreon were all "Hey it's Jinny D's dragon week

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you should make a dragon video." And I was like "H I have been thinking about a

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Draconic Sorcerer build." So the guys in the Patreon helped me polish it up and

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without further ado let's jump right in and take a look at the Gold Cabold so

Full build in simple format

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before we begin I'm just going to throw the build quickly up on the screen one simple page with all of the stats and

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choices and the spell selection that way you can refer to this part of the video

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and easily make this build at your own table please keep watching the video though i keep explaining uh why we make

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the choices that we do and yada yada yada so the gold kabold is a draconic

Setup

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sorcerer blaster build it has a very impressive array of AoE options and it

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has strong single target damage as well the RP concept is a celestial gold

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dragon descendant a cobalt who channels his innate draconic energies to

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devastating effect we are going to be pounding this concept throughout our build selections here the stat array is

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standard for a sorcerer with the exception of putting our 16 in decks instead of con so we're going to start

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with a strength of eight a dex of 16 a con of 14 an intelligence of eight a

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wisdom of 10 and a charisma of 17 we are setting up for a good AC with draconic

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resilience and that's actually a nice little benefit to the subclass we don't need to dip for armor we're going to have a competitive AC just with our

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class abilities we get an extra hit point from draconic resilience which partially makes up for

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the fact that we're only taking con 14 and it gives us a little bump to initiative which is nice cuz this build

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likes to go first more on that in a minute the skills I chose are optional

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other than arcana although I do think these make sense i went with perception arcana intimidation and stealth but

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other than arcana they're optional choose what you like arcana is necessary to enable scroll creation because

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low-level scrolls are pretty cheap and easy to make in Dungeons and Dragons 2024 so we are going to take advantage

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we are taking herbalism kit so that we can crank out you know relatively cheap potions of healing and we went with

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alert as our origin feat cuz like I said this build likes to go first the enemies

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will often be most tactically grouped for you at the start of the engagement

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and if you act before your allies then you're not going to have to really worry about friendly fire that said alert is

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not critical to the build so if you really want to take another Origin feat you know feel free i think Lucky Tough

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and Musician might make sense but it's up to you i do think alert is the best feat for this build for our species we

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are going to be reskinning Asamar as a Kabold since you know there's no Cabold

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official yet and this build is using just pure 2024 players handbook material

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we had to reskin one of the current races as a kabold and I looked at dragon

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born first since that's kind of like obvious but it turns out to not really work that well because dragon born can't

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be small and cobalts are small and it turns out their species abilities don't

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really synergize with the class abilities of the draconic sorcerer so I looked at all the others i do think

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Asimar is a pretty good fit uh Asamar have a similar fly speed to the dragon

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born right a once a day uh wings thing that allows you to fly for a while and Asimar can be small and they have dark

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vision so you know kind of feeling like a kabold here and the resistances do synergize with the subclass abilities

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and I do think there's some RP synergy here because we are role playing a gold dragon descendant and the lore of gold

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dragons has them quite strongly associated with celestials so I think this works we are choosing to go small

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because Asmar can be either small or medium and we are role playing at Kabold here if you prefer you can go medium if

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you're trying to do a different uh roleplay skinning but we're going small and small is probably better if you're

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not using heavy weapons because you can mount medium creatures which puts mounting mastiffs and ponies and stuff

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on the table and it's only one size reduction away from being tiny which can also be tactically advantageous so small

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for our gold cobalt then we get dark vision which is always a plus we get healing hands and

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lightbearer which you know they're ribbons but they might come in handy every now and then we get necrotic and

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radiant resistance which is fantastic first of all getting two resistances is insane because it's actually quite

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difficult to acquire resistances in this game so to start with two is just fantastic and both of them are exotic

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energy types which are not covered by absorb elements admittedly absorb elements has yet to be published so we

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technically aren't going to be using it but I presume that it's going to be released here soon since it's such a

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staple in Dungeons and Dragons and once we have it it's going to cover all of the elemental energies and we have

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resistance to these two exotic energies so it's really nice we also get

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Celestial Revelation which comes online at level three and that basically boils

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down to a once a day fly speed plus some ribbons it's the fly speed that really matters so that is the setup let us jump

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into level one we are taking sorcerer one and we do not dip on this build

L1

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we're going straight through sorcerer 20 because I looked at a few dips i didn't really think they added much and by

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staying in sorcerer we just keep piling up sorcery points and getting our class abilities as scheduled so at level one

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yeah we're pretty fragile we're a level one caster we are going to try and kite and take cover because we don't want to

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get anywhere close to enemies we are very fragile and do note that healing

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hands is semidecent at level one it just gets worse from here so you know enjoy

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it while you're at level one and notably we will be using a net we are going to

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carry a few nets around because nets are very powerful in 2024 i have done a deep

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dive video on the net which I will link in the description below definitely check it out if you want to see how good it is but it's going to be very good for

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us it's going to allow us no resource crowd control and we are pretty good at

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deploying it because we have a decks of 16 so the net is going to do a lot of work for us it's a really nice option

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when we're out of spell slots or trying to conserve spell slots then we get innate sorcery and this is a really

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fantastic add to the 2024 sorcerer kit i mean getting advantage to attacks and plus one to your save DC is excellent

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mechanically and so very welcome for a sorcerer to be able to do this from the jump we are starting with a stack of

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cantrips we get five to begin we are going to pick up blade ward because it's a very useful pre-cast option to buff

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our AC we will skin this as dragon scales and it's going to be a nice no

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resource defense for us throughout the entirety of our career we are picking up minor illusion because I think this

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might be the best cantrip in the game it can notably create cover in battle and

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especially since we're small it'll be pretty easy for us to create the illusion of say a barrel around us and

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it has an open top so we can poke our head out when we want to make attacks and then crouch back down so that we are

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behind total cover elucory cover but unless they investigate or whatever they're not going to know and they're

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not going to target you so very very powerful defense minor illusion uh really nice for a kiter caster and black

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line guy and it's also got a ton of utilities so really really fantastic handrip like I said it's the best one in

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the game I think see my deep dive video on major image where I talk about illusions and explain how good minor

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illusion is then we're taking firebolt as our staple attack cantrip it's got the longest range of 120 and it has the

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highest damage at a d10 damage dice and of course we're going to skin this and pretty much every other spell and

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ability that we have as a breath weapon because we are doing the whole dragon thing we are picking up ray of frost as

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well just to give us another attack cantrip with a different damage type and it's got a great rider that minus 10 to

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move is really fantastic not in isolation but in combination with your teammates because if they have move

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debuffs like the slow weapon mastery or the monk tried to stun them and they succeeded on their save but even when

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you succeed on a stun your move is hd right there's just a bunch of different move debuffs in this game and you've got

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one of them if you can combo it with your team that can be very very effective we got light as a species

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ribbon and that might help our allies sometimes you know we uh probably aren't going to use it all that much it does

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have a pretty cool application where you cast it on a rock and then you drop a rock down a hole and that way you can

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see what's down there and see how deep it is and stuff so other than that you're probably never going to use light

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and then we get two actual spell selections and because we're blasters we are going with burning hands to give us

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a albeit weak it's an AoE option so we might potentially get two or three

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creatures into the area of effect and get good value that way and we are taking witchbolt as a devastating

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singlet target blast i mean for level one this does enormous damage right

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2d12 and it's even pretty good at levels two and three uh we are dropping at

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level four but for these first three levels it's going to be a real banger it also allows you to inflict bonus action

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damage on following turns even if you miss the initial attack so that is really sweet it weaponizes our bonus

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action and there's not much else competing for our concentration right now so uh burning hands and witchbolt

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are going to be like our go-to big attack spells we only have two slots at this level but we want to make them

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count and I think both of these are pretty impressive and other than that we are going to be kiting and

L2

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tossing moving into level two we are getting font of magic to bring our

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sorcery points online yay and we get a couple of different meta magics we are

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going to be taking careful spell because eliminating friendly fire from our AoE

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spells is invaluable it's actually one of the featured abilities of this build

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we're going to be using it throughout our entire career it's really fantastic and we are taking transmuted spell to

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evade resistances and immunities which is another critical ad for us one of the reasons that we're such an effective

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blaster is not only can we eliminate friendly fire we can also change the element type that is really fantastic

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for a blaster it really evades the main weaknesses of blasting and so we are

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already superior blasters note that neither of these metamagic options are really huge draws on your sorcery points

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a lot of times you're not even going to need them so we are going to have the sorcery points to convert into spell

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slots for more blasting so not only do we have effective blasts we have a lot

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of them we also get to add two spells and since our first level spells were offensive we are going to go for a

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maneuverability option with expeditious retreat and a defensive option in adding shield the classic caster defense that

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we wanted to add at level one but with only two slots I decided to get our offense first and we're going to take

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shield at level two and so while we're still pretty fragile at least we'll be able to avoid getting hit sometimes and

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all we have to do is survive until level three where our ACA actually becomes somewhat respectable so at level three

L3

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first of all our species ability Celestial Revelation comes online so that brings our one time a day fly speed

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online and flight is always good but for us it's especially good because we have

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certain cone area of effects and if you're flying and shooting a cone downwards it actually turns into a

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diameter so uh for example a 30-foot cone would turn into a 30-ft diameter if

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it comes from above or a 15t radius and that is a bigger area than a cone and you're going to be able to get more

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targets so flight is very good for us we also get draconic resilience and that's

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going to give us a respectable AC of 16 because they have that really cool ability where their AC is 10 plus decks

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plus charisma mod so we are at 16 and it's going to rise throughout our career

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and we get an extra hit point from draconic resilience which is good because we only went with con 14 and so

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this is going to get us an extra hit point we're still pretty fragile but we'll take it and we get draconic spells

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draconic spells are really good and you get a lot of them which is fantastic because a sorcerer gets hardly any spell

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prep so to add just a giant stack of very good useful ones is pretty awesome very impressed with draconic spells the

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first one is not so great chromatic orb is a weak single target blast uh it's rarely relevant or cast for us but you

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know it something eventually we aren't going to have any first level blasts and so to have one kind of built in at least

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gives us something we get command which is a lot better than chromatic orb command is one of the better spells in

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the game so very happy to add it the drop option is actually quite sneaky

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good in cases where an enemy has your ally grappled you can force them to drop your ally lose their turn and then the

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ally is good to go and it's an amazing upcast in the right situation like

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dropping a fourth level command and commanding four creatures uh that's pretty good control so we're happy to

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add command we get Altra self which it's niche but adding a swim speed can

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sometimes be handy right uh we get Dragon's Breath which can be solid if we pair it with an allies familiar or

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summon or something because we don't have a familiar or a summon although if the DM allows you to you could use a

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mount or a mastiff or a pet or something but uh talk to them because sometimes

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they would want you to make animal handling checks and they're not really trained for combat and yada yada if you can do so that would be great and if you

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do have a suitable target Dragon's Breath is a pretty useful way of spending your concentration at least in

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these lower levels it's also a bonus action cast and that's pretty nice because then we can also combine it with

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an offensive cantrip on our turn so good action economy dragon's Breath can be pretty good and we are adding Shatter

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which is going to be fun as our first decent AoE blast getting some distance

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is very helpful whereas burning hands we had to be right up front so that isn't so great for us since we're so fragile

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and then we are picking up Scorching Ray and this is a huge addition for us we

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are going to be featuring this spell throughout our career and it's really nice with a combo that we are going to

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add at next level uh and another little buff at level six so this is the spell

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that we are going to be spamming it's going to be consuming the majority of our level two slots we might even upcast

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it frequently and we are going to want to make scrolls of this when it's affordable so that we always have a

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bajillion scorching rays on hand it gives us really really nice single target blast damage level four is a big

L4

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one for us because we get our first feat and we are going with fay touched so first of all that is going to bump our

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charisma to 18 so that's going to affect all of our casting stats but also bump

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our AC to a pretty solid 17 now at level four and we get two critical spell ads

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misty step which is obviously one of the best spells in the game it's just a critical maneuverability option and it

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relieves pressure on our spell preps cuz we were going to take this anyway but to get it through the feet is very helpful

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and it is a free cast once a day so that means it doesn't take a slot and that

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means that we can cast it and cast a leveled spell with our action so really great to have this in our back pocket

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and then we are also going to be adding hunter mark and that is going to be able to combo with scorching ray to really

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buff that spell and give us quite impressive single target damage again a one time a day free cast so we can

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actually cast this with our bonus action and then still scorching Ray at least once a day but also there will be cases

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where you've already cast it and then are just using a bonus action to move it and if you're just using your bonus

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action to move it again you will be able to use your action to combo it with scorching ray so that is a really nice

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little combo that works well for us hunter's Mark will also give us a little extra damage on our cantrip so that

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doesn't hurt we're a blaster and we're trying to accumulate damage we are going to be adding

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featherfall so that we can use our fly speed without fear of falling we're

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going to be adding mirror image as a very strong defense against attacks in an emergency mirror image got a real

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improvement in 2024 it is a solid pre-cast option if your DM is amendable

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to one minute spells and I honestly don't expect to spend too many of our actual slots on this those are going to

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be reserved for scorching ray but I do want to have it on our spells known so that we can make scrolls of it and just

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make one or two scrolls of mirror image keep them in your back pocket for an emergency and I think that will be

17:58

sufficient we are now dropping witchbolt because the damage of it is no longer

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quite as impressive at level four as it was at level one and we have scorching

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ray now so that is our preferred singlet target blast we do still have chromatic orb if we really need a level one blast

18:16

but I think we'll be fine with just the scorching rays and witchbolt uses concentration whereas now that we have

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hunter mark hunter's mark will be preferred for our concentration so we dropped witchbolt and it was a good

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spell for us but now we are ready to move beyond it moving into level five a

L5

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big level for us we add sorceress restoration which is a nice add to the

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2024 sorcerer kit right it's like more sorcery points awesome and then we get a

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whole bunch of spells uh another cantrip we're going to be taking sorceress burst to get another attack cantrip with a

18:51

variable energy type so now we can pretty much evade any immunities and

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resistances and such and it has an exploding dice exploding dice are fun so I like sorceress burst then for our

19:03

draconic spells we get fear which is a solid control option and we get fly

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which is an elite maneuverability option so couple of really good draconic spells here then of course the main thing that

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we're excited about is that we get fireball and lightning bolt these two

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iconic and classic AoE spells which are amazing we have been really looking

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forward to this and man we can't wait to cast our first fireball so now that we have fireball we're going to have like a

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pretty awesome uh couple of first turns like first turn bonus action innate sorcery and then fireball and then

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second turn bonus action hunter mark and action scorching ray to pick off anybody

19:45

who's left we are blasting quite nicely at level five we are also going to add

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slow slow is a great spell it is a wonderful control option and it has a

19:58

lot of RP synergy because we are role playinging a gold dragon descendant and gold dragons have that weakening breath

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our slow is going to come out as like a gash's breath weapon and it's going to have really cool mechanical benefit and

20:13

RP synergy and unfortunately we have to drop expeditious retreat we just have better maneuverability options right now

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in fly and we have lots better options for our concentration so we just don't

20:26

have room for it level five is where I expect players to start getting their first uncommon magic items so a few

20:35

items to target at this level definitely get a blood well vial plus one when it's

20:40

published it's not currently available in the 2024 Dungeon Masters Guide but eventually it will be republished and

20:47

when it does you want to get one cuz that's the sorcerer buff item then circuit of blasting uh an Inspelled

20:53

staff with hex or hunter's mark a pearl of power wand of the warm mage plus one

20:59

winged boots and weapon of warning i think all have great uh synergy with this build that said don't turn down

21:06

strong options that don't necessarily have great synergy like a cloak of protection i don't know how much choice

21:12

you're going to get as far as items go at your table but these are just ones to target but definitely you know take what

21:18

you can get do see my deep dive video on top five uncommons for more information

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about my opinion on the items and do note that we are using just the core

21:31

rules so we are only using the 2024 published items there are going to be a

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bunch of dragon themed items republished in the future and obviously all of those are ones that we are going to be be

21:42

closely looking at because of our role playing thing moving into level six we get elemental affinity which is going to

L6

21:50

be fire for us pretty obvious call since we're a gold dragon descendant but fire is also the most useful of the elemental

21:56

resistances and we get that as a resistance and it gets a little damage rider and there are more firebased blast

22:04

spells than any other element type including our signatures scorching ray fireball firebolt all of these are

22:11

firebased so we are going elemental affinity fire and we're going to get that little damage bump on all of those

22:16

we're going to be adding counter spell as a staple caster defense which is different in 2024 it's a con save now

22:24

and that might look bad but on the other hand I was informed that the monsters

22:29

have been somewhat normalized on their con save so it's not as good as it was

22:34

in 2014 so we should be okay attacking the con save every now and then and

22:40

counter spell is just too good it uh would give us another reaction which we don't have a huge array of reactions and

22:47

so it's just yeah I wanted to add counter spell here and then we are also adding sletorm which is one of my

22:53

favorite spells it's a great control option especially against casters it has

22:59

been nerfed a bit in 2024 because the 2014 version had an enormous area and it's much smaller in 2024 but it's still

23:06

pretty solid I think see my deep dive video on Sleepstorm for more info again the link will be in the description

23:12

and we drop Burning Hands we needed the prep burning hands has been dead weight for us since we got way better AoE

23:18

options so it's time to drop it moving into level seven we get sorcery

L7

23:24

incarnate and this is an amazing ad for us being able to use both careful and

23:30

transmuted spell on the same cast is going to be amazing it makes us even better as casters and now we're going to

23:38

pretty much have innate sorcery always available remember it's only two times a day so now being able to put it up just

23:45

based on sorcery points is going to be fantastic especially for us because remember we don't have a huge draw on

23:51

our sorcery points from our metamagics so we are going to be able to get inate sorcery up quite reliably and that's

23:59

amazing for our build then we get a couple more draconic spells first of all we get Arcane Eye and Arcane Eye is a

24:07

really great terms of engagement buff that allows you to scout your enemies and get a lot of intel on them but I

24:14

will say it's better in theory than in practice cuz in practice most doors don't actually have 1-in gaps so it it's

24:22

not able to really to penetrate most doors and I've also found that a lot of DMs just hate that sort of thing and so

24:30

deploy it with caution but it's a nice ad theoretically and then we get charm

24:35

monster which we're never going to use that maybe like at level 17 when you pick up subtle but uh okay we added

24:42

charm monster uh when we make our actual choices we are taking dimension dooror as a must add maneuverability option i'm

24:50

a huge fan of dimension door see my deep dive video on dimension dooror for more reasons about why I love it so much and

24:55

always add it when I can and we are adding wall of fire as our first persistent AoE option so wall of fire is

25:03

a really good spell and because it is persistent it's amazing to combo with allies that have push abilities and

25:09

grapple abilities or some other ability that allows them to move the enemy there's a lot of those in the 2024 and

25:15

by having the wall of fire that you can put up it's something that you can just get many iterations of damage if you

25:21

work with your teammates and it will block vision which has some good tactical benefits so see my deep dive

25:28

video on wall spells for more information about how great wall of fire is but we're very happy to add it here

25:33

and we are going to have to drop shatter we just need the prep and shatter has outlived its usefulness for us we have

25:40

much better AoE options and the slots to use them now moving into level eight we

L8

25:45

are going to use our ASI to max our charisma we now have a charisma of 20 so that maxes out our spell casting and our

25:53

AC is good now we have an 18 AC plus shield we are fairly survivable and

25:59

again we didn't have to dip for that so really nice part of the subclass we get to add one spell and we are going to add

26:06

polymorph that is going to represent the dragon's ability to shape change and

26:11

we're mostly going to want to use it on oursel in terms of a role- playinging option I think turning ourselves into a

26:17

T-Rex that is skinned as a dragon would be hella fun and we do want to try to not cast it on allies but it is

26:25

available if an ally is like on one hit point and you need to get an emergency heal that's one great thing about

26:31

polymorph you can always throw it on someone who's on death store and they get you know uh safe because they get a

26:36

big infusion of hit points and they're still like really good offensively moving into level nine we get fifth

L9

26:44

level spells and our proficiency bump so a couple of draconic spells we get

26:50

legend lore which I love legend lore man i think this is a really good spell it offers really superlative intel and

26:58

utility and it's just a really nice non-combat ad for us and we get summon

27:04

dragon which is fantastic it's a really good summon that sorcerers don't

27:09

normally get access to and we don't have huge draws on our concentration i think

27:14

we're going to be able to cast this pretty regularly and it will allow us to acquire yet another resistance so a

27:22

fourth resistance at this point even though it has been nerfed a little bit in 2024 because the 2014 version allowed

27:28

you to get exotic energy resistances and this one doesn't but it's still pretty good and it has a 1-hour duration so we

27:35

can aggressively pre-cast this i am very happy to add summon dragon here i think

27:41

it's got great role- playinging synergy and is mechanically very strong and then we are going to be adding a couple of

27:47

spells firstly cone of cold to supplement fireball and lightning bolt

27:52

it does more damage it hits the con save instead of the deck save so it allows us to diversify our attack somewhat and it

28:00

has potentially bigger area of effect because if you're flying you can get a 30ft radius out of the 60 ft cone as

28:07

opposed to the 20ft radius of the fireball so you can get more targets uh although keep in mind you need to have

28:13

like a 60ft ceiling in order to use your fly speed to get up there but it's still an option and cone of code is a really

28:19

nice ad for us and then we are also going to add teleportation circle because it's just a travel utility spell

28:26

that the party is often going to need and it's going to be a placeholder for us because we're going to add teleport

28:32

later and this is something that is similar but we can drop when the times comes ninth level is the level at which

28:39

I expect PCs to start acquiring rare magic items so a few to target that have

28:45

great role- playinging synergy with this build the bloodwell vial plus two again once it's published bracers of defense

28:52

to bump our AC gaern's instant fortress to give us cover anytime we want it

28:58

really great item an unspelled staff filled with scorching ray or fireball a

29:03

ring of spelltor storing a rod of rulership a wand of fireball or lightning bolt and wand of the warm mage

29:10

plus two all of those I think are really good for our build but of course don't turn down a strong item just because it

29:16

lacks synergy like you know who's going to turn down a cape of the mountabank right again see my deep dive video on

29:21

the top five rares in the game for more of my opinion about the best items in

L10

29:28

2024 then moving into level 10 we get a couple more metamagics and we are going

29:33

to be taking extended spell to get advantage on concentration checks

29:38

because we don't have warcaster and we don't really have room in the build to add warcaster so this is going to be a

29:44

nice way for us to get advantage on our concentration checks without having to make those investments we can also bump

29:50

the duration on our summon dragon up to two hours which is really good and so I'm very happy to add extended spell

29:56

here but do note that you could opt for seeking spell here i almost took seeking

30:01

spell instead but I decided that we already have a really good hit chance and I would rather just have that

30:07

advantage on concentration but you could act for seeking spell here and then we added quicken spell in order to enhance

30:14

our blast output this is another very important ad for us at the very least

30:20

it's going to allow us to tack on a cantrip to our attack sequence when we just need a little bit more damage but

30:25

more importantly it combos really nicely with the net and sunbeam which we are picking up at next level so I'll talk

30:32

about that more in a minute but to be able to bonus action cast and leave your action free for the net or for a sunbeam

30:40

or for something else you know your action is quite versatile uh that is really amazing so very happy to add

30:45

quicken a spell here then we get another cantrip we are going to add press digitation as a decent utility cantrip

30:53

but feel free to add something else it doesn't really matter at this point which can trip we take and then we are

30:59

going to add seeming for just one level at this one level it might help us a little bit but we're dropping it at the

31:05

next level so it's more or less of a placeholder doesn't really matter what you take take something else for this level if you want moving into level 11

31:12

we get sixth level spells and we are going to be adding chain lightning which

31:18

gives us our highest damage AOE blast this is the biggest number that you see

31:24

on the damage column and it ignores friendly fire built in so we're not

31:30

going to have to spend a sorcery point on careful spell with it so it's really nice to add chain lightning here and

31:36

then we are also adding sunbeam and Sunbeam is a sweet AoE blast that lasts

31:42

for multiple rounds it does occupy your concentration but it's worth it it has an awesome blindness rider so not only

31:49

damage but also some control and it's radiant damage so we've been using elemental damage up until now it's nice

31:56

to get a radiant option do note that if you cast it with quicken spell as a

32:01

bonus action you can get two sunbeams on the same turn right you can use your bonus action to cast it and then use

32:08

your magic action to proc it again to get two sunbeams on the same round and

32:13

then after the casting turn you can use your magic action to manifest another sunbeam and then also cast with your

32:20

bonus action if you quicken a spell so that's a really awesome combo quicken plus sunbeam that we're very happy to

32:27

add then moving into level 12 we get an ASI we are adding mage slayer to mostly

32:34

help with our weak mental saves but also because concentration breaker is an

32:39

awesome combo with scorching ray right if we really need to break somebody's concentration we could up cast like five

32:47

scorching rays at them with a third level spell and they're going to have to make five concentration checks all of

32:53

them at disadvantage with concentration breaker so that's a really nice little wrinkle to this build we are super good

33:00

at breaking concentration so that's what allowed Mage Slayer to have the edge in my opinion i almost went with Resilient

33:07

Wisdom here and if you want to you can do that it is going to be a more consistent mental defense for us but I

33:14

like Mace Slayer because it's not only a defense but it offers that extra offensive concentration breaker moving

L13

33:20

into level 13 we get seventh level spells and we are actually going to take

33:26

a sixth level spell here odaluke's freezing sphere because I couldn't quite fit it in at level 11 but I really

33:32

wanted to add it because it's our first 60 foot radius AoE option that is an

33:38

enormous area that can encompass a whole bunch of enemies and we have careful

33:45

spell so we are going to be able to manage that humongous area without incurring friendly fire it also has that

33:52

like delayed blast option which can be cool if you have time to prep and set it up correctly and that way you can get

33:58

create like a big nova including your cast AoE spell and it does have special

34:05

effects in water which are niche but I have actually seen that come into play and when it does it's pretty awesome so

34:12

really nice to add Odeluke's freezing sphere here and then we are also going to add teleport as an elite travel

34:19

utility option which is going to allow us to drop teleportation circle i am not generally a fan of the seventh level

34:26

spell options for sorcerers so that's why I went with the sixth and with the utility option that's fine we've got

34:32

everything that we really need so we don't need to add a seventh level blast here i do expect at level 13 for your PC

34:39

to start acquiring very rares so a few very rare items that I think have build

34:45

synergy with the gold kabold is of course the bloodwell plus three once it's published also the inspelled staff

34:53

with full of cold of cold staff of power that is the main one that you want the

34:58

staff of power is one of the best items in the game it has tons of build synergy with this get a staff of power if you

35:05

can you want a tome of leadership and influence obviously buff that charisma

35:11

and a wand of the war mage plus three as always don't turn down any strong items that don't necessarily offer gold

35:18

synergy like a candle of invocation you're not going to say no to that right moving into level 14 we get our dragon

L14-15

35:24

wings which is awesome we've been waiting for this it's a great level 14 ability it's going to buff our fly speed

35:31

by doubling it from 30 to 60 it's going to give us more uses and it has a longer

35:37

duration than Celestial Revelation so very nice to add we've been getting by on the one time a day fly speed so far

35:44

but now at level 14 we can fly anytime we want awesome moving into level 15 we

35:50

get eighth level spells and so are adding incendiary cloud to give us a

35:55

wicked persistent AoE option i mean it literally does twice as much damage as wall of fire and so similar to wallifier

36:03

it's amazing to combo with allies who can push and grapple and otherwise move enemies into it and it is heavily

36:10

obscured so heavy obscurement is often very helpful in this game so really nice to add incendiary cloud as a persistent

36:16

option and then we are also adding sunburst to give us a non-persistent AoE option it's a stronger 60 ft radius

36:24

option than Odeluke's freezing sphere because it does more damage it's got a

36:29

better damage type in radiant and it has that blindness rider which is fantastic

36:35

so very happy to add sunburst here and unfortunately we had to drop Sletorm in

36:40

order to add both of these so too bad i do like Sletorm but at this level we've

36:45

got better options with our higher level spells moving into level 16 we get another feat and here we're going to be

L16-17

36:51

adding resilient wisdom just to give us a chance to make the crazy high T4

36:56

wisdom saves that we're going to have to face and combined with mage slayer that's going to give us decent mental

37:02

saves from this point forward moving into level 17 we get new metamagics and

37:08

ninth level spells so we are first going to add empowered spell just to enhance

37:13

our blast kind of an obvious one and we are adding subtle spell which is going to have a couple of benefits for us one

37:20

it is going to allow us to evade potential counter spells it's also going to allow for some sneaky social casting

37:28

so maybe we'll be able to use charm monster now then we are of course adding

37:33

meteor swarm as our first ninth level spell super obvious and super amazing

37:39

meteor swarm is way way way better than any other blast it's super awesome to add for us and we can't wait to cast it

37:46

for the first time i got to say as a player I have seen Meteor Swarm deployed to devastating effect so I can't wait to

37:53

do it myself level 17 is also the level at which I think characters are going to

37:58

start acquiring legendary items and so a couple of items with build synergy that you might want to target are again an

38:05

expelled staff which we've been trying to get all throughout our career if we can get one with chain lightning or

38:10

sunburst yeah that would be amazing and the robe of the arch magi so again don't

38:16

turn down anything that lacks synergy a cloak of invisibility is awesome on any build but a robe of the arch magi and a

38:22

spell staff I think would be really good for us then moving into level 18 we get our dragon companion and this is a

L18-20

38:30

really nice little subclass ability makes summon dragon even better we can

38:36

get a free cast of it so we can cast it and then combo with a quicken spell and

38:42

get two leveled spells out there and no concentration uh that is obviously elite

38:47

you know we can get our sunbeam going at the same time as summon dragon so yeah that is really awesome and got a ton of

38:54

role playinging synergy it's going to be a lot of fun to roll out uh dragon companion when the time comes and as our

39:00

second ninth level spell we are adding wish cuz I mean this is Dungeons and Dragons right i don't need to explain

39:06

why we want wish moving into level 19 we get our epic boon and I went with the

39:12

boon of spell recall that is going to bump our decks to 18 which is really nice get uh that little bump to AC and

39:19

initiative and on average this is going to get us an additional three spell

39:25

slots could be anywhere from levels one through four but on average an

39:30

additional three spell slots and that's awesome for a blaster you can never have enough spell slots that said pick what

39:37

you like there's a ton of amazing options amongst the epic boons i almost went with true seeing for the role

39:43

playing synergy but there are lots of good ones the boon of fate and you know pick whichever one you like and then we

39:50

are adding plain shift with our next spell prep we don't need any more

39:56

knights we've already got meteor swarm and wish and we don't really need anything other than that because we only have one night level slot so we are

40:02

going to fill in some of the uh holes in our repertoire and I think every caster

40:09

should know plane shift if they can take it just too good of utility now that we have both teleport for our plane and

40:16

plane shift to get off plane we are able to take our party anywhere that we need to go and then finally at level 20 we

40:23

get Arcane Apotheiois and man this is really good a

40:29

free metamagic option on every spell yes please that is going to save us a

40:34

bajillion sorcery points and as a sorcerer I think that's one of the best capstones in the game really really nice

40:41

and we get one more prep we are going to add true seeing for the role playing synergy because highle dragons have true

40:47

sight and we do too of course you can take anything you like i think maybe

40:53

sleet storm coming back could be an option but I think true seeing here makes a lot of sense so that is the gold

Outro

41:00

kabold my draconic sorcerer blaster build let me know what you think in the comments below and regardless thank you

41:07

so much for watching this has been Bill Bronze and Dragons i'm your host Bill Bafflestone see you next time



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