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Tuesday, April 29, 2025

Sorc blaster, ideas, one link saddens

Useful https://arcaneeye.com/class-guides/sorcerer-feats-5e/ and https://arcaneeye.com/class-guides/sorcerer-guide-5e/

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 https://www.enworld.org/threads/zards-builds-2024-pt-1-dragon-sorcerer-blaster.709136/

Has to remind me fireball is weak due to 5e hp bloat, 2 or 3 times HP on mobs. Grrr. 

And... yeah 3.5e, we were casting two spells a round all the time with Quickened spell: https://rpg.stackexchange.com/questions/75872/can-a-wizard-cast-two-spells-by-taking-a-full-round-action  

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BTW, yes you can have two Sunbeams active per round as a Sorc in 5e. (Yes in 3.5e it was a Druid+warmage spell that at highest level did 6 beams x 4d6 dmg per beam... so 24d6 max. It auto-killed vampires... it did extra d6 per caster level against undead, 20d6 extra max. Duration: 1 round/level or until all beams are exhausted. Back when HP were at ~1/3 or ~half what mobs have in 5e. It was powerful in 3.5e... why am I playing 5e again??? )

Sunbeam - level 6 spell. 8d6. Radiant. CON save. So 16d6 =96 DMG theoretical a round for double cast with metamagic quickened (like Bilbrons and many others said yeah it's legit). Concentration, but it can go for many many rounds (but does it ONLY cast double on the one round, then it turns into single beam??? I think so). Blinds 'em. 

Example: Metamagic quicken sunbeam (BA) then reg Action u can send a new line of Radiance out (aka, sunbeam again). Next round u can quicken FBall, and reg Action sunbeam again. Nice!


===== More of my own research below

Lol 600 dmg minor elementals druid n wiz spell 2024, already outlawed I think https://www.belloflostsouls.net/2024/08/dd-players-figured-out-how-to-do-more-than-600-damage-in-a-round-with-the-new-rules.html

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Somebody else has thought about this stuff: https://forums.giantitp.com/showthread.php

***Homonculus can make enemy unconscious sometimes with poison so auto crit!?!?!?! Autocrit plus Scorching Ray yeeaaahhhh!!!!


IDEA 1

My Theoretical scorch ray dmg, upcast at lvl 9 plus hunter’s mark (or hex)… plus whatever extra u get for dragonborn elemental (fire for example)….

3+(7) rays…10 rays at 2d6… 10 rays at 3d6 incl hunters mark… = 180 dmg with out crits if they all hit.  u can transmute and empower spell if you want. 

… and how much again for dragonborn and stuff… ok just CHA mod (+5 probably) amount once for the whole spell (after they Errata changed/fixed it). U could quicken it and empower… 5e quicken means another cantrip same round, so 4d12 Toll the Dead… or 4d10 +5 +1d6firebolt. 228 w/ toll dead, or 231 w firebolt  total, not counting crits. I guess with ALL crits, it'd be 462 theoretical. 

OR just do Meteor Swarm 40d6 = 240 Dmg, theoretical, in an area. P +5 CHA dragonborn, plus 1d6 HuntersMark again. So 251 in theory. Not including a quickened for firebolt or whatever vs. a single target. 


IDEA 2: 

Sorc + lvl 3 in rogue/assassin + surprise = autoCRIT... but apparently only 1 hit will crit. 

3 levels of rogue for Assassinate = auto crit IF SURPRISED. Well wait, 5e's surprise is not quite as good as 3.5e b/c of no actual surprise round... meaning TECHNICALLY surprised guys can take reactions at the end of their turn. Confusing: https://blackcitadelrpg.com/surprise-5e/


Read this, is it dnd or pf? It's 3.5e I think. 

=============Compare to a 73 per round lvl17-Bard-Paladin in 2024 5.5e, not including Crits. =====
  • Comments conclude not crazy damage, similar(?) to a Rogue sneak attacking dual wielding. 

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Tons of generic info hidden in this Abberant Mind 5e thing: https://rpgbot.net/dnd5/characters/classes/sorcerer/subclasses/aberrant-mind/

like

  • Can retrain spells each level as sorc
  • If do Abberant mind, can retrain those psionic ones too... pick from other class list...
  • Cheesy thing to get Silvery Barbs to cast as reaction to make sure your spells hit(?)... but it's Silvery Barbs the mega cheez so, I dunno. 
  • As expected... after PHB-2014, all the newer subclasses got free spells for Sorc, so the Draconic got the shaft until 2024. So it is time to inherit some new spells my self. 


1. Don't get Elemental Adept Feat. Doesn't help vs. immunities only resists. 

BUT,  it's got 1's turning into 2's on things, think fireball... didn't I have something that let me reroll 1's and 2's and maybe 3's? Oh yeah, one of the metamagics, so I'd just use that metamagic and never be affected by this Elem.Adpept.Feat anyway!

They say instead take 

2. Dragonborn + sorc = draconic bloodline, 2014 and 2024 mix. 

  • Can get TWO resists in either I think, definitely 2014. 
  • Can even get one resist element and another Immune element if pick Chromatic (not metallic) dragon
    • Enerv or Repuls breath if metallic
  • 2024's fly speed is 60
  • Incr Dmg [Fire] Spells by XXXX
  • ****2024 gives Magic Attack roll with ADV, using Innate Spellcasting. SUPER good for ScorchingRay.
2024 gets these:
Draconic Sorcery (subclass) lvl3 +1 HP per level (wait lvl 3)
lvl3 AC = DEX+CHA
lvl6 +CHA dmg for your element (only one roll of dmg)
Mag Att roll with ADV, Spell DC+1!!!InnateSorc. Use twice per long rest (or 2 sorc pts, if do that, 2 metamagics can be applied for pts).  
lvl6 Resist to one element, u choose. 
lvl14 Fly60, Wings lvl 14.
Should be MAGIC dmg, not summon.
        lvl18 Summon Dragon Companion

free spells 3 alter self, chrom.orb, cmd, dragon's breath
free spells 5 Fear, fly
free spells 7 Arcane Eye, Charm monster
free spells 9 Legend Lore, Summon Dragon




****Innate Sorcery 2024 

Innate Sorcery is activated as a bonus action and lasts for one minute. While active, your spell save DC increases by one and you gain advantage on all attack rolls made using your Sorcery spells.

Innate Sorcery can be used twice, and you regain both uses after you finish a long rest. And...
Level 7: Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

LEVEL 7, Innate Sorcery also improves at certain levels. At level seven, Sorcerers gain the 'Sorcery Incarnate' feature that allows you to spend two Sorcery Points (BONUS ACTION) to activate Innate Sorcery if you have run out of uses. If activated in this way, you can also use up to two Metamagic options on each spell cast.


OTHER 2024 SORC THINGS PER LEVEL

LEVEL 1 - font of magic, = sorc pts
LEVEL 1 - Innate Sorc = roll w/ adv and +1 DC for a minute. 
LEVEL 2 - Metamagic
LEVEL 3 - subclass (Draconic for me), including Draconic's +1 HP per level... so at level 3 you now have 3 extra HP.
LEVEL 4 - Ability score improve/ FEAT
LEVEL 7 - Sorcery Incarnate - can use 2 Sorc Pts for Innate Sorc, and on top you can use two Metamagics per cast. 
LEVEL 8 - Ability score improve/ FEAT
LEVEL 12 - Ability score improve/ FEAT
LEVEL 16 -  Ability score improve/ FEAT
LEVEL 20, the 'Arcane Apotheosis' feature allows you to use one Metamagic option each turn while your Innate Sorcery feature is active without spending any Sorcery Points.

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