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Guru’s Advanced Sorcerer Guide

(now with less salt!) New Content!


THIS GUIDE ASSUMES YOU'VE READ THE Easier to read Condensed format
PHB SORCERER CLASS DESCRIPTION Statistics and Math!
No more gimmicky Color Ratings

Section Page(s)
Introduction 1
A Brief on Spell Points 1
Why Play a Sorcerer? 1
Why not? 1
Managing Spells Known 2
"Condom Spells" 2
Stats, Race and Sub-class 3
Economize Sorcery Points 3
MetaMagic and Spells 4-11
Feats 12
M-M-M-Multiclass! 13
Introduction: Hard≠Bad Why play a Sorcerer?
Never let anyone convince you that sorcerers are a "noobie" Metamagic appeals to you above any other class feature &
class. It's far and away the most complicated and least You're willing to do research to explore your options
forgiving one in fifth edition. It's signature feature literally has (reading this guide will save you lots of that time).
the word "meta" in it, which should be your first clue that it's If you look at any of the metamagic options and simply
not going to be simple... must have one (or more!) and you want a full caster
Metamagic is the most bookwork intensive feature given progression without a 3 level multi-class then you'll want to
the breadth of options that it offers; exploring each and every play a sorcerer. As a mono-class sorcerer, increased levels
spell through the lense of warping the rules that govern them create a sizeable pool of sorcery points allowing for ample
takes a lot of time. Sorcerers are also the only class with an metamagic use without having to aggressively convert spell
entropic resource system; conversion of sorcery points to slots. As your spell list expands and your number of
spell slots, or the reverse, causes a net loss of energy. Without metamagics grow the sorcerer's powers grow in an
a strong sense of calculated decision making it can backfire exponential fashion (hence why spells known clamps down
easily, making it a potentially punishing feature for beginners. after level 11).
These factors, combined with the desire to read a guide like There are a few cool archetype features too. Wild-Surges
this, point to what some would consider a poorly designed are exceptionally fun in casual play and dragon wings
class for an edition that strives for simplicity... but even represent the only class which gains permanent at-will flight.
munchkin casters need a class to mess around with! It should By the end of this, you can realise the class' potential while
be noted that errata and Jeremy Crawford tweets compensating or avoiding its very unique pitfalls.
(DINKLEBERG!) changed much for sorcerers, and this guide
should adequately supercede and replace it's predecessor. Why not?
I still do not factor UA, Volo's or EE for a few reasons.
The guide primarily focuses on spell management, If you're new to D&D, don't want to do all that reading,
metamagic and sorcery point economization. The extra intensive character building and/or you would rather be a
races/subclasses offer very little space for a nuanced opinion. diverse caster.
There's nothing really "advanced" about it. You're going to If you do not take the time to plan out your sorcerer it can
read it, and if you've read this guide your decision may be (and probably will) go badly. The number of greivances the
better, but I have no intention of forcing you to go find community has with the sorcerer are numerous and not
extraneous materials and worry about the PHB+1 rule in unfounded. There's a relative lacking in magical diversity,
order to make an optimal sorcerer. both in spells known and spell list, especially when compared
to the wizard (the sorcerer's most analogous class). You also
recieve few metamagics and little choice in archetypes, so the
A brief on Spell Points sorcerer looks shoddy on paper (at first glance). I'm of the
opinion that this caveat is 100% required to keep the sorcerer
This is where the controversy will start... from overshadowing other casters (even more). Hopefully,
In some iterations of my previous guide I discuss after reading this guide and applying its knowledge you will
spell points (DMG 288) as a means to alleviate the share my opinion.
lack of spells known for the Sorcerer. After enough Being the only full-caster in the group can leave you
experience I've backpedalled on my previous wanting; without other members of the team to make up for
stance.
I would encourage anyone who hasn't tried it and
your own limited set of magical options, your relatively small
is curious to test drive it at least once. However, I
spectrum of spells limits not just you, but your entire party.
can conclusively say it was published as a variant This, however, is a very rare circumstance; full-casters
for a specific reason; it's overpowered. Especially make up half the classes in fifth edition and often dominate
for sorcerers. the make-up of most parties, what with spellcasting being so
A necessary restriction for casters is the strong.
management of spell slots. Without this, it is Rest assured, if you want to focus on casting a specific
possible to spam high level spells allowing magic niche of spells better than anyone else the sorcerer provides
users to overshadow martial classes in all facets of just that opportunity. However, if you do not like the idea of
the game. It is especially impactful for sorcerers meager spell choices to balance said power then play
because it makes their limited spell list much less something else.
of a restriction; running out of higher level slots
means no longer having access to those spells
known, which is a good gating mechanism for
power. It's important to recognize that this is why
sorcery points were designed to have entropy; if
the devs thought spell points were a fair and
balanced system to implement they would have let
sorcerers have a free exchange of slots and sorcery
points to act as a virtual spell points system. Like I
said, everyone should give it a shot at least once;
ask your DM and try it to form your own opinion.

1 Part 1 | "Introductory Stuff"


Try to take multi-purpose spells
Managing Spells Known
When you only know your sorcerer level +1 in spells (less at The spells you pick should have uses that cover many
higher levels >.>) prioritizing them is way more important and fronts. The best example of this I can think of is Suggestion
requires a level of experience and meta-gaming to milk as which can substitute for like...5 different spells.
much as possible from the spells you do get. With that in -Detect Thoughts: "Tell me everything you know about...."
mind here are some tips to help you have a strong list of -Silence: "Go keep that wizard quiet would you?"
spells. -Charm Person: "Treat me like your best friend."
-Blindness/Deafness: "Close your eyes & cover your ears."
You can only concentrate on one -Scorching Ray: "Kill the queen in her sleep." (this is a joke)
spell at a time! Picking spells that have broad sweeping applications is key.
Another good example would be Dispel Magic, which is just
It sounds obvious I know, but I made the mistake of taking anti-any-other-spell.
too many concentration spells with my first careful spell
sorcerer; as soon as I had cast one of my large AoE careful Avoid single target "save or suck" as
spells, almost half of my other good spells became closed off much as humanly possible on mid-high
(or I'd waste the duration of the spell I had just cast). This level spells unless you have heighten
made my already limited spells known feel even smaller. This spell or bend luck.
is especially annoying because concentration spells tend to And I mean this. The negative effects on ones own morale
be the most efficient and some of the strongest. If you learn (as well as your combat effectiveness) of having an enemy
a concentration spell be mindful of what other save on your spells and ignore them entirely is brutal. If you
concentration spells you have already and if you can use a level 2 spell on something like suggestion out of combat
afford to limit yourself in that way. and the target saves, no big deal. If you use a level 5 spell slot
Focus on lots of mid-level spells on Dominate Person during a fight and the target saves...and
then they save the next round when you try it again?
Think of it like this, if you use up your limited number of Congratulations! You spent 2 rounds of combat and 2 level 5
highest level spell slots, then all the spells known that spells doing bupkiss (this has happened to me recently and
you've commited to that level are no longer accessible I'm still butthurt about it).
(unless your crap on your sorcery points to synthesize more).
If you use up your mid level spell slots you can still use higher
level slots to be able to cast them; your options are still open "Condom Spells"
with lots of mid-level spells. The lowest level spells don't scale "I'd rather have it and not need it, than need it and
up well with higher slots and/or become a poor use of a turn not have it."
in combat later in the game compared to mid/high level spells Shield, Counter Spell and Dispel Magic are my go-
(outside of utility). Having a few lower level spells is still good to "condom spells" regardless of my metamagic
but the ones you take early may not be the ones you keep... choices. Whilst Counter Spell and Dispel Magic are
definitely more dependant on setting (mid/high
Cycle out low level spells magic campaigns), all three of them act as flexible
defensive counter measures that I would rather
Another no brainer, but not to be overlooked; as old spells have as a means to prevent my group's demise.
become a less useful way to spend your turn, swapping them You may have a DM who you know for a fact
for higher level spells becomes mandatory. Remember that doesn't use a lot of casters, or in a setting which is
every time you level up you not only gain a spell but can very low magic and as such dispel magic and
also change one of your previous spells for a new one. For counterspell might not be a good fit.
example, at level 5 Burning Hands isn't a great way to spend
your turn in combat. If you had Burning Hands and Shatter at
level 3, by level 5 you will probably have Fireball and/or
Lightning Bolt and can swap Burning Hands out for
something else. By level 7 shatter falls victim to the same
logical process and gets replaced. As your mid/high level slots
become more abundant you can even consolidate spells; I got
rid of Misty Step for Dimension Door at level 9 followed by
getting rid of Fly at 10. Dimension Door accomplished what I
generally needed out of both spells which let me replace
them once I had a comfortable number of higher level slots to
use it if I needed it. Which leads me to my next point.

PART 2 | Tricks for Overcoming your Abysmal


Number of Spells Known 2
Storm Sorcerers, a subclass that needs multiclassing; they
Stats, Race and Subclass have an array of features designed around being in close-
Please Note: I don't roll for stats; now that feats and stats are quarters and being hit in melee, but have zero armor
interchangeable it's unfeasable to expect a fair experience proficiencies, no additional hitpoints and no extra healing.
with large stat discrepancies. This breakdown assumes you Their saving grace is their level 18 feature but it comes online
are using point buy. so late that after you factor in the need for multiclassing you'll
likely never see it until 20. Tempest Cleric for armor and
Cha > Dex ≥ Con healing is a good fit and warcaster will be mandatory.
Some class features and metamagics scale off of charisma, Economize Sorcery Points
not just spell attacks and save DC's. This makes it the
primary stat far and above the others. Dexterity helps with a As discussed earlier, sorcery points are the only resource
handful of skill checks and AC, but having high hitpoints and system that is entropic in nature. It also doesn't replenish
a high concentration save (as well as the most common save with a short rest until level 20 (for good reason, they are a
in the game) puts constitution roughly equal. If you have powerful resource). To that end there are a few things you
subtle spell, stealth checks become very important and raise should strive to do in order to maximize the efficiency of your
the value of dexterity. If you're a stone sorcerer constitution sorcery point usage.
affects your AC and becomes much more important.
Minimize "gambling" sorcery points
Humans Variants and Half-Elves
We often see forum posts that discuss using quickened and
Because of this the Human Variant and Half-Elf become twinned spell together to quicken out a spell then twin out 2
ideal candidates for sorcerers but anything that boosts damage cantrips. This is not only an egregious way to smash
charisma is entirely viable. Half-Elves are somewhat through your sorcery points it's also a chance to spend your
overtuned and not optional like Human Variants and sorcery points doing absolutely nothing (the cantrips can
represent my ideal sorcerer race. Lightfoot Halflings with miss). Suffice it to say if your target has 16AC and you are
their hide feature are really neat with Quicken spell and level 5 you have only a 65% chance to hit those cantrips. In
Drow have neat daily spells if you're ok with being a paraiah. essence, spending 3 sorcery points to do an average of 1.3
more cantrips of damage on your turn. Avoid this unless you
Dragon for try-harding, wild-mage are level 11+, attacking with advantage or really need the
for lulz/friends, Storm Sorcs Blow damage. At level 11 not only is your sorcery point pool larger,
The dragon sorcerer shores up so many of the your cantrip damage is higher and your odds of hitting higher
shortcomings of the class that it's really hard to ignore. +1 hp AC targets increases substantially. If you know an enemy is
has more value when your hitdice is already low (4+1 = +25% critically injured and can end it's life before its turn comes up
7+1 = +14%) and the other features serve to mimic spells then this could be a gamble you'd want to take, but this is not
known, something the sorcerer lacks the most. Granted, a sustainable strategy and when you spend sorcery points to
dragon wings mimicing fly comes online rather late in level do nothing (or very little) it feels bad man.
progression, but by that time (level 14) spells known become Synthesize spell slots only when
even more rare (+1 per 2 levels) and it's flying without absolutely necessary
concentration, giving the dragon sorcerer a big edge in
spacious fights. It's an advantage I find so strong it virtually Converting sorcery points into new spells is neat, but
trumps all the other subclasses. It should be noted that fire because it costs more to create slots than it does to create
affinity is the most ideal option as it is the only element more sorcery points it is usually a poor choice to make. It
present in all early spell levels and has both strong AoE and costs two level 2 and one level 1 spell to get the sorcery
single target options. You can definitely choose other points to create a level 3 spell. Sometimes this is worthwhile;
elements, you just might be dissapointed with your available a fireball does only a little bit less damage than two shatters +
choices if you only use the PHB. burning hands (because it's so overtuned) and it does it all in
Because Wild-magic surges are counter-intuitive to my one round to boot. But very rarely will this conversion be
favourite metamagic and cannot have metamagic applied to fruitful. Be smart about it and consider exactly what you're
them after errata, the archetype is less than ideal. Even in giving up to do it.
campaigns where your DM will guarantee a surge to
replenish Tides of Chaos every time, it's so erratic I would Pick inexpensive metamagics early
never consider the archetype an option for serious play (#1
oxymoron). A 1/1000 chance to fireball yourself with every Lastly, your early metamagic choices should be cheap.
spell is very dangerous to your party and is especially volatile Higher cost metamagics become more worthwhile when
to low level PC's. The surges are super fun and definitely used in conjunction with higher level spells. A level 3 sorcerer
spice up a campaign with friends who you don't mind being a whose first two metamagics are Quickened and Heightened
little reckless with, however, if your DM doesn't want to Spell will have two metamagic options and only enough
trigger wild surges with some level of frequency the subclass sorcery points to use one before they have to start burning
offers very little beyond Bend Luck. Bend Luck is fantastic for spell slots to use the features more. Ideally, your first
altering saves and datamining encounters making wild mages metamagic options should cost 1 sorcery point and as your
good controllers. It's best to discuss Wild Magic Surges with level increases you can take the more expensive ones later to
your DM before choosing to play the archetype. keep your options open.
PART 3 & 4 | How not to shit the bed with
Sorcery Points and Why you'll probably pick a
3 Half Elf Draconic Sorcerer
Metamagic!
Detailed descriptions
Math-tacular!
Spells that combine well with each metamagic Subtle Spell
I've created a tier list because errata and JC tweets have (Please note: this is the longest metamagic breakdown since
changed much about the game. While each metamagic can Subtle Spell has many creative applications)
be useful, the opportunity cost of missing out on another is To a novice, this metamagic looks like not much; removing
very real. Just because a metamagic is lower in tier doesn't verbal and somatic components has zero numerical effect,
mean it's useless, but if you evaluate it comparatively to other which is often why it's somewhat overlooked. The factors that
metamagics it becomes somewhat relevant. I rate a can make subtle spell seem very niche to a novice are often a
metamagic option on a few metrics: Does the metamagic result of inexperienced DM's as much as it is inexperienced
have strict requirements that might cause compatibility isues players. Make no mistake, it's a game changer.
with your spell list? How impactful is it? How unique is it? Only way to be a sneak mage
How costly/economic is it?
S-Tier Metamagics are cheap, amazingly effective, unique If you want to cast verbal spells without alerting people to
and have virtually no limitations. A-Tier are awesome but your presence or position you need this metamagic to do it. If
have limits that S-Tier does not, either the spells they are you like the idea of casting spells while hidden and remaining
compatible with, their cost or both. B and C Tier are middle hidden then you'll either be using only 5% of the spell list in
of the road, and while useful will have a hard time fitting into the PHB or using Subtle Spell. Arcane Tricksters ain't got
even late game builds. F-Tier is...well... you really shouldn't nothing on the sorcerer.
take Extended Spell unless you've got some strange
gimmicky combo in mind to convserve spells. Social magic God
Another aspect of D&D that is undervalued by novice
S-Tier players (or novice DM's) is the consequences of openly
casting in public. Some DM's will just let you cast spells willy
Subtle Spell nilly in towns, taverns, castles, throne rooms etc. to charm or
Empowered Spell trick people. In actuality, if you were to use an enchantment
spell in front of bystanders before eliciting an obvious effect,
A-Tier you would arouse immediate suspiscion from surrounding
Twinned Spell
NPC's and townsfolk (even the target). The thought of
attempting spellcasting in a throne room should seem
Quickened Spell laughably suicidal in an emersive setting; Kings aren't just
going to let people cast magic in their courts. Subtle spell
B-Tier circumvents this however and gives another massive edge to
Careful Spell sorcerers inside of social encounters by letting them do
Heightened Spell magic without arousing suspicion.
C-Tier Completely Unique to Sorcerers
Distant Spell Some of the other metamagics are analogous across the
classes; increase damage, twinning specific schools of magic,
F-Tier disadvantage on saves etc, but Subtle Spell is exclusive to
Extended Spell sorcerers, giving them a monopoly on the stealthy magic
industry.
(Subtle: Continued on next page)
PART 5 | Metamagics are like my children: I
definitely play favorites 4
Note to DM's: Subtle Sorcerers are also
some of the most entertaining/terrifying
Extremely hard to shut down NPC's and Villains for these exact reasons
Short of stripping the sorcerer of both their arcane focus
and/or a (hidden) component pouch, which still leaves a lot of
spells open, enemies must use an anti-magic field to clamp
down on a subtle sorcerer's casting. Enemies have virtually
no other ways to restrict their spell options, where as any
other caster can be plagued by garrotes, silence fields, a
mouth submerged in liquid, counterspell (subtle spell can
circumvent counterspell), extreme pinning/dogpiling or even
intense grappling depending on how your DM rules. If you
ever fight intelligent enemies with any level of strategic
knowledge surrounding the limitations of magic, you would
be faced with these tactics often. Many DM's will avoid this to
promote fun for their caster players. If your DM is a realist
(A.K.A. a jerk good DM) you'll have to deal with these
shenanigans, which is where subtle spell comes in handy; you Good spells to know with Subtle
can still cast and hence save yourself instead of being a
liability to the group needing protection/rescuing. Cantrips
Minor Illusion (no verbal component but good to have),
It doesn't restrict spell selection Prestidigitation
As mentioned, 95% of the Spells in the PHB have a Verbal Level 1
component. The 5% that don't are mostly cantrips. That Sleep, Disguise Self, Silent Image
having been said, spells like fireball and lightning bolt and
other rays/projectiles will still give away your position. You Level 2
could discuss with your DM, in campaigns where the rules Alter Self (alter's vocal chords too!), Hold Person, Misty Step,
are more loose, imposing disadvantage on dex saves for Phantasmal Force, Suggestion
surprise rounds with subtle spells. The rationale being, most
denizens of the realm will ready themselves to danger when Level 3
hearing an arcane invocation; silent spell bypasses this reflex. Fear, Major Image, Tongues
Zero risk Level 4
There's no "gambling" element to the metmagic; If the spell Dimension Door, Greater Invisibility, Ice Storm, Wall of Fire
fails or the target saves you still haven't given away your
position. This means spending sorcery points on it is never a Level 5
waste (excepting the use of rays and projectiles that is). Animate Objects, Dominate Person, Seeming, Telekinesis
Best Assassin in the game Level 6
Mass Suggestion
Remember kids, the best assassinations look like tragic
accidents. Phantasmal Force could be named Choke-a-bro-to- Level 7
death-on-illusions or Subtle Telekinesis to drop some Delayed Blast Fireball, Teleport
masonry on someone. People choke to death all the time, and
buildings have been known to collapse...creativity is king Level 8
here. Dominate Monster
Always One Sorcery Point
Accessible and usable as soon as you hit level 3. It's so I am only covering spells in the PHB; if you read the
cheap it can be spammed with more than 50% of your spell section on each metamagic you will probably figure
slots at higher levels and the cost never goes up. out what spells in extraneous materials will combine
with what metamagics well.
Highly Addictive! The ability for Wish to mimic any level 8 or lower
spell means that writing a section on that one spell
That's the real kicker. Once you start playing a subtle spell alone would gobble up half the guide. If you're level
sorcerer it becomes really hard to go back to being a pleb. 17+ and you've got wish you should start doing some
Ever played an enchanter wizard? What's the point if you heavy reading to figure out how to break the game
can't beguile people to their face until you can alter their with any spell + any metamagic (e.g.vampiric touch
memories at level 14? And even then you have to do it in with quickened + empowered = 16d6 heal half)
private. With subtle spell being 100% exclusive to the
sorcerer if you get used to it you'll never want to give it up.
PART 5 | "Have you heard the preachings of
/u/LoL-Guru and accepted Subtle spell as the
one true God?"
5
Emotionally Significant
Empower Spell It's important to emphasize that no amount of arrays or
explanations can illustrate the value that empower spell
brings to ones own morale. When you spend a spell slot and a
turn in hopes of doing a lot of damage, and you flub the roll, it
feels bad. By using empowered spell you don't have to deal
with that feeling of a half-wasted spell. Anytime you crapshoot
a bunch of low numbers you get to re-roll up to your charisma
modifier in dice to bring the spell back up. Not only is it
statistically relevant, it's emotionally consequential and
increases your enjoyment of the game. You always hit hard
and using the metamagic always feels impactful.
Most Efficient Blaster Caster
So normally this would be an A-Tier metamagic given that it's It doesn't matter the level of the spell, empower is always
restricted to damage spells but there's one stipulation to this cheap and spammable. If you save a botched damage roll on a
feature that makes it pull back up into S-Tier. spell not only are you spending the sorcery point to up the
value of the slot, but you are upping the value of the turn you
It's the only Metamagic that can be used to cast it. If we compare this to the damage spells of a
combined with others! wizard, sure they might get to cast more fireballs (unless you
Despite the need to have a damage roll for compatibility use sorcery points to make more slots) but each of yours is
(not a very big restriction) this can be overlooked by virtue of always strong and doesn't require more turns/short rests to
the fact that it's uniquely combineable with other use. A fireball that would normally hit for ~20 damage, is not
metamagics! only a half-wasted spell slot but now a half-wasted turn. You
can spend 1 sorcery point and turn that 20 damage into ~30.
When used properly it's not a gamble In this way the metamagic has immense value on your spell
efficiency.
The metamagic is used after you've seen the roll, which is
great! If you roll uniformly moderate or high, no big deal, Scales off Charisma
don't empower it. If you decide to empower, you should re-
roll 1s and 2s on d6 rolls, 3 and lower on d8's and 4 and This is the only downside to Empower, and it's to prevent
lower on d10s (1/2 max -1). Even though you are multi-class cheesing. If you take this metamagic you will want
statistically at an advantage re-rolling 1 number higher on to max charisma ASAP. This also means the high level spells
each die, it also risks lowering results for less gain. If you or crits can see some diminishing returns.
look at the die roll and subtract it from the die's average that
is your expected damage increase for re-rolling (Re-rolling 1
on a d6 is +2.5 average damage). It's cheap enough even as
little as +5 total damage is efficient (moreso for AoE).

The Math
If you re-roll 1's and 2's on a d6 the average damage of the dice goes up from 3.5 to 4.17
How is this calculated? It's actually pretty simple.
In 1/6 of our rolls we will get a 1.
5/6 of those re-rolls will yield us an increase from the original roll (because we have a 1/6 chance of rolling another 1). The
average increase in our new 5/6 rolls is 3 damage. Leaving us with 3 x (5/6) x (1/6) = 0.41667
In another 1/6 of our rolls we will get a 2, however, 1/6 of our re-rolls will be a reduction of damage by 1 (if a 1 is re-rolled) and
1/6 of our re-rolls is an increase of 1 (if we re-roll a 3) these two ratio's cancel eachother out. Lastly 1/6 of our re-rolls has no effect
(we re-roll a 2). This means only 3/6 of our re-rolls have an effect on the new number and have an average damage increase of 3
from our original roll. 3 x (3/6) x (1/6) = 0.25
Through the same process with re-rolling 3's we only see an increase of 0.083 damage per d6 (4.17 becomes 4.25) however we
open ourselves up to greater odds of reducing our damage (2/6) and we can only re-roll so many dice, hence why I tend to avoid re-
rolling 3's.
Let's apply this now to a Fireball, with an average damage of 28. If we assume that on average ~1/3 of those will be 1's or 2's we
can re-roll most of the dice we could ever need.
Our average damage of 28 becomes 33.33 or 19% more average damage.
In this same way a d8 goes from 4.5 to 5.39 and Wall of Fire goes from 22 average damage to just slightly below 27. Again,
roughly a 19% increase.
This does not mean you are spending 1 sorcery point for every damage spell to increase damage 19%
Realistically you don't have to use it every time you cast a damage spell. So it becomes very economic as it's only needed on bad
rolls which come up less often than average/good ones and when it is used on those bad rolls it has a greater impact than +19%.
Good Spells to know with Empower: PART 5 | Empower: Emotionally and
Does the spell involve rolling a fistful of damage dice? Then empower will be useful. Mathematically Significant 6
Now that we are dropping into A-Tier territory we are dealing So when should I use Twinned Spell
with metamagics that are very strong but have limitations. offensively?
If you know your attack rolls hit on lower rolls and/or the
Twinned Spell target fails saves on high rolls. As I wrote earlier, cantrips at
Some of you might be a bit upset to see this metamagic level 11+ and attack rolls at advantage are likely the only ideal
outside of S-Tier. This one's a community favourite, probably time to use Twinned cantrips. If saving only mitigates half of
the best of the A-Tier metamagics. But it has some pitfalls the damage it's more viable (blight) or if for some reason you
and very staunch limitations now more than ever after the know the save will be at disadvantage/is a weak save for
Errata really clamped down on its options. them. Any feature that -can- activate based on the number
rolled before stating the outcome is very good for datamining
Errata what? enemies (Wild Mage level 6 feature); it means your DM has to
tell you the rolls and you never have to use the ability but you
Wizards of the Coast released a page worth of changes to know when they succeed or fail. The times I have gambled
their Player's Handbook for Fifth Edition, wherein Twinned and lost with higher level spells have felt so awful I tend to
Spell was clarified such that a spell -must- only be able to avoid high level offensive twinning as much as possible.
affect one creature to be eligible. Before, the spell merely had
to target one creature when cast. So things like Eldritch Remember that some spells can be
Blast, Scorching Ray, and a host of other great offensive "twinned" without the metamagic using
spells went up in smoke. It hit the metamagic hard enough higher level slots
that it's not S-Tier anymore.
Blindness/Deafness, Fly, Banishment etc. If you're
The potential for Gambling is tempting eyeballing this metamagic for a specific subset of spells,
but can bite you in the ass check to see that you can't already upcast them to increase
the number of targets. In this way, Twinned spell can be a net
Because many of the old spells that carried multiple beams 0 gain
or attacks stopped being viable options, Twinning single Again with the math...
target damage spells became mostly an all or nothing Take banish for example. If you twin it but have access to
scenario. Before you could twin Eldritch Blast and your odds level 5 slots you are spending a level 4 slot and 4 sorcery
of success or failure were mediated by having multiple attack points when you could burn the level 4 slot and 3 sorcery
rolls. Now that this is not legal, twinning carries a lot more points; by spending a 5th level slot and converting the 4th
risk. Nothing hurts morale more than spending resources to level slot into points, then regain the 5th level slot by
do aboslutely nothing. converting and only be down 3 sorcery points. Twinning level
4 spells is one of the only times this stupid overthought
This makes support spells most viable process comes up but I figured it's worth mentioning.
Meaning that spells with no saves or hit rolls become the Potent Potables Twinnables
best candidates for twinned spell; buffs. Twinned Haste has
become the poster boy for the metamagic. It only gets better Damage Cantrips @ level 11+
later on with spells like polymorph (TWO GIANT APE Level 1
ALLIES) and Greater Invisibility, but this amazing utility Chromatic Orb, Witch Bolt (really strong early)
comes at a cost...
OMG IT COSTS SO MUCH Level 2
Crown of Madness, Enlarge/Reduce (only creatures),
If you've ever had a twinned sorcerer make it to level 7+ Phantasmal Force, Spider Climb, Suggestion
you get the creeping realization that you've taken the only
metamagic that has the potential to gut more than 3 of your Level 3
sorcery points in one go. For instance, Twinned Polymorph Haste
(on allies) is sweet, it just happens to cost 4 sorcery points....
(#worth) Level 4
Blight, Greater Invisibility, Polymorph
Double concentration!
Level 5
This is probably the saving grace of the metamagic as it's Dominate Person, Hold Monster
the only way to effectively maintain two concentration spells
at once (even if they are the same spell). Level 6
Disintegrate (mega gamble)
OK we get it, Concentration is costly.
Again, all the optimal Twinned Spells use concentration, Level 7
which means you can restrict yourself too much if you go Finger of Death (zombie farming?)
overboard and lose out double if your concentration is Level 8
broken. If you're twinning a spell that needs concentration Dominate Monster (#1 gamble)
you better be using one of them to cover your ass.

7 PART 5 | Twinned Spell and the errata nerf


Note: items which state "you cast" cannot combine with
Quickened Spell bonus action spells from Quickened Spell on the same turn;
This metamagic is phenomenal, if only because of the since you are technically still casting a spell which is not a
flexibility it affords and the combo's it unlocks, but it's limited cantrip you cannot also use a bonus action spell.
by it's higher cost. "Channeling Spells?"
Just because you are limited to casting A term delineating spells which require your action to use
cantrips spells after using a bonus again (like crown of madness, telekinesis or sunbeam). A neat
action spell doesn't mean you should strategy, if you're ok with gambling, is to quicken a Dominate
As discussed prior, the gambling element is often abused Person and use your action to assert full control of them the
the hardest with this metamagic; people will quicken spells if same turn (giving access to their reaction as well). If you get
only to shell out another cantrip (or two), which, before level quicken spell and Sunbeam you'll do more sustained AoE
11+ is a risky way to use this metamagic. Not only is this a damage than any other caster can dream of doing.
gamble, it's just plain not worth the investment of sorcery Best taken at Level 10
points unless you're finishing off an oponent or attacking at
advantage. That having been said it's a really great tool for My only gripe with it is that it's balanced around being 2
putting up high high numbers even before level 11. sorcery points... Which is fair, but it's far less usable than
some of the other metamagics early on. Coupled with the fact
If I shouldn't cast cantrips what then? that most of the strong channeling spells don't come into
Disengage, Dash, Use an Item, Dodge or Hide (also a effect until level 9+ I don't often take this metamagic until
gamble), or Channel a spell. This is a huge array of options level 10.
and while it's not always needed they are good to have in a #1 Gish potential
pinch.
If you take enough levels in classes that have 2 attacks in a
Dashing and Disengaging round this metamagic becomes mandatory as your combo
Sometimes shocking grasp isn't going to work (immune to potential rises through the roof (multi-class section talks
lightning or not wearing metal armor/has high AC) This is about this briefly). Spells like Hold Person become useful on
when disengaging becomes handy and quicken allows you to the turn you cast them! (Auto crit smite paladins ftw).
spellcast while using these actions on the same turn. Both in If you start metamagic combo-ing
particular make you a menace to lock down or stay on top of.
Foes with the Sentinel would be the only thing that bypasses you'll burn out fast
this. Dashing ups your mobility greatly allowing you to kite or If you're doing things like quickening spells in order to twin
catch people while using spells. cast cantrips or empowering the quickened spell into more
empowered/twinned cantrips. While these are great options
Dodging and Hiding when in a bind, really evaluate how dire the situation is and if
Dodge seems like a gamble but it's good if you have high it merits such aggressive consumption of daily resources.
AC and want to soak some attacks (particularly if you have
the shield spell). Mathematically speaking, if you had full plate What spells combo well with
and a shield then buffing yourself to 25 AC and using the Quicken?
dodge action means 90% of the mobs in the MM won't hit you Damage Cantrips @ level 11+
~98% of the time (rolling two 18+'s is hard!). Shocking Grasp: easy attacks at advantage to disengage
Hiding can also be a great safety tool for after you've
launched a ray/projectile and need to reposition safely. Most Level 2
enemies in the MM don't have particularly high perception Crown of Madness (keep the thing attacking while you cast
bonuses so this can have good success rates. spells as bonus actions), Hold Person (auto crits)
Using Magic Items
Level 3
Often you'll have great items that mimic spells (Gem of Fly (good for disengage/dash), Haste (nothing in the rules
True Sight, Rod of Wonder, Necklace of Fireballs etc.) that says you can't double dash!)
require your action to use and would normally gimp the turn
of their user. If you are a sorcerer with Quickened Spell you Level 4
are now the best person on the team to have magic items that Dominate Beast, Polymorph (you still have your action to use
require actions since you can always use them and still cast the attacks of your new form)
your own spells on your turn! (even Thief rogues will enjoy
having their bonus action being freed up for hiding, dashing, Level 5
disengaging or offhand attacks) Dominate Person, Telekinesis (both can be "Channeled")
Level 6
Sunbeam!
PART 5 | "The Quickening" in D&D is
nowhere near as cool as Highlander... 8
Not entirely unique
Heightened Spell
Make no mistake, this metamagic is very potent, it's just Despite the fact that this is a great metamagic, there are
offset by the highest flat cost of any other. It's not "bad" it's other classes which mimic it; Arcane Tricksters, Eldritch
just one that I would wait until level 10 or 17 to take because Knights and Diviner Wizards as just a start. The first two can
of it's elevated cost. While it's a fairly simple concept of also apply disadvantage without expending resources but
applying one save at disadvantage to one target there are a they all have their limitations (being a 1/3 caster for example),
few things to consider. So while it's broadly applicable and very useful if it's your
only focus there are other ways to get it.
Save or suck
Less of a Gamble but you can still lose,
If the spell requires only one save and then elicits a and when you do....
catostrophic effect (even if it lasts for only 1 round) and you What's worse than spending a level 5 spell to do nothing?
absolutely must have that target fail then you want to Spending a level 5 spell and 3 sorcery points to do nothing...
heighten it. There are some spells which only allow for a save Yeah it happens sometimes, and when it does...it sucks. Any
once and then do not allow for more and effectively remove a boss monster with Legendary Saves can ignore this
creature from the fight (e.g. Levitate, Polymorph or Banish). metamagic at least three times which is a lot of sorcery
These are the spells you want to heighten. Because most points to throw at a target. If you have allies which can wreak
spells require saves taking this metamagic is not really a havoc on those legendary saves (monks) then this metamagic
limiter on your spell list. becomes much more valuable.
Overlaps with Bend Luck
Optimal Heightened Spells
Wild mages get a similiar option to botch saves by 1d4
using a reaction. When your reaction is being heavily used Level 1:
(counterspell battles) it can be worse than heighten, and Charm Person (meh)
while it's less effective than the metamagic, and less costly it
carries less risk because you are privy to knowing the roll and Level 2:
can choose to use the feature after the fact. If you really want Phantasmal Force (1 save), Enlarge/Reduce (Reduce has 1
to double down you can take both and spend 5 sorcery points save but meh), Levitate (1 save, great vs melee), Suggestion (1
making sure that one spell definitely goes off! save), Hold Person (even though it keeps allowing for saves 1
good round of paralysis can be the death of someone because
Better at higher levels of auto-crits).
Because the metamagic is a static 3 sorcery points using it Level 3:
on high level spells is often ideal. Picking it up early is still Hypnotic Pattern has 1 save but can be ended by any other
doable because there are some lower level spells that can use creature using it's action to wake the creature.
it very well, it's just not nearly as spammable as the cheap
metamagics if you do. Level 4:
Banishment, Blight, Dominate Beast (for any dominate if the
creature doesn't take damage it doesn't get to make more
saves), Polymorph (used on enemies).
Level 5:
Dominate Person, Hold Monster
Level 6:
Mass Suggestion (one guy will definitely be convinced),
Disintegrate: I love turning enemies into piles of dust.
Level 7:
Finger of Death (it does less damage than disintegrate very
meh)
Level 8:
Dominate Monster: Now we're talking

PART 5 | I can't believe you're reading all of


9 these little notes I'm leaving...
Despite these great strengths it does have some noticeable
Careful Spell downsides that keep it from being the best of the best.
Firstly, I must apologize, my own interpretation of careful So what are the tragic pitfalls of the spell?
spell in the first guide was actually incorrect. The PHB's It only works on the first save
description uses the word "save" instead of "saves" so it infers
that the first save is automatic but all subsequent ones are Stinking Cloud? Nope. Web? Nope. (Jeremy Crawford is the
not. This trims the list of careful spells down slightly, but ruiner of dreams....)
unless your DM has read this guide they may just allow for
continous saves since it's slightly ambiguous.... Extremely Low compatibility
Anyway, Careful Spell is good for big indiscriminate AoE
debuffs that have the potential to cripple your allies as well as Especially after Jeremy Crawford's ruling the list of careful
your enemies. Careful spell makes them safe to a handful of spells is trimmed down to a few scant spells on the sorcerer
targets (preferably your party). list, and this is what makes it B-Tier. If you're ok with your
Let's talk about why it's valuable first. friends taking half damage (or banking on Evasion to save
them) then by all means use it with damage spells, but bear in
Most Economic Metamagic mind it's use is intended for long lasting AoE debuffs, of
which there are few options. So few in fact..
Always one sorcery point and quite often for effects that
continually persist for 10 rounds. Disables scale indefinitely Level 4-6 Spell Vacancy
with levels; a fireball trivializes a fight at level 5 but less so at
level 10. Hypnotic pattern and fear trivialize an encounter at After level 3 there are virtually no ideal careful spell
all levels. If you take careful spell you'll have the easiest time candidates until level 7. There are still some good candidates
of any other sorcerer conserving your casting power. on level 3 but the metamagic just runs into a bit of a brickwall
from sorcerer levels 7-12.
Swings an entire group fight
Beating the dead horse deader.
Incapacitating, controlling advantage/disadvantage on
enemies or allies, or even just removing actions from As mentioned in an earlier section, if you load up your spell
enemies becomes extremely potent across mid-size party compendium with strong concentration spells you will feel
fights and being able to manifest these bonuses across entire the "concentration crunch" much harder. All the spells that
groups becomes devastating. Even if your spells affect only a combine best with this metamagic bank on concentration..
handful of enemies the ones that it does are going to be of
little help to their allies. Scales off of Charisma
No potential for gambling This means it doesn't multi-class as easily and after you hit
20 charisma you can only save 5 people max from your
Simply put, if you're investing the 1 sorcery point and spells. So big groups with many allies can still be afflicted by
you're looking at the grid/asking your DM about your spell your larger AoE debuffs.
placement you're guaranteed effectiveness out of the
metamagic. The small list of Careful Spells
Profoundly changes the value of the level 1
spells it affects
-
Part of the balancing mechanics of many strong area of Level 2
effects spells was that they affect allies and enemies. The Web:The first save is made on the affected creature's turn.
spells are allowed to be very crippling because they can cut Jeremy Crawford's (DINKLEBERG!) ruling states it's
both ways. By making them usable when enemies have intended for the "turn" the spell is cast. Doesn't work :(
already been engaged those spells become very powerful.
Despite the fact that there are so few spells that interact with Level 3
this metamagic it's entirely worth the effect. Fear: if enemies remain in line of sight (feared into a corner)
they never get to make a save. Hypnotic Pattern
You don't need to build your spell list
around it Level 7
Reverse Gravity! High ceilings result in damage going up and
Mostly because you can't... the metamagic affects so few coming down! (max 20d6 for 100ft both ways)
spells but in such a profound way even if you only have as
little as 2 spells that use it optimally it can still serve be a Level 8
valuable tool. Earthquake, Delayed Blast Fireball: only affects the turn the
spell is cast so no dice on DBF anymore.

PART 5 | Jeremy Crawford takes a massive


dump on Careful Spell 10
Distant Spell
This metamagic is mostly limited by the fact that scenarios
where you are tightly grouped together or in a confined space
can crop up more often than those where you are in a vast
open environments. Because of how cover interacts with
casting spells often enemies can venture indoors or round
corridors to try and force you into close quarters and the
metamagic becomes far less useful. The other problem is that
there is a certain type of spell range that it is entirely
incompatible with....
The number of "Self" spells is too damn
high!
Telekinesis? Nope. Sunbeam? Nope. Misty Step? Nope.
Lightning Bolt? Fear? CONE OF COLD?! Ye-Nope... there are
all these spells that would probably be infinitely cooler if you
could double their range but because technically their range
is "self" this metamagic is entirely incompatible with them
and it hurts it a lot (multi-class vampiric touch @ 30ft
would've been soooooo cool!). It hamstrings the metamagic
but if you are ever in the homebrewing mood/casual play
environemnt you could definitely sit down and have a
discussion with your DM about certain self spells you'd like to In all honestly you could begin to consider this metamagic
make compatible with it. That said, I stick to the rules, so when hitting level 17 because 1) it has little restrictions on
here it is in C-Tier. Despite this lack of compatibility it does what spells it works with and wouldn't require overhauling
function with one very important spell range... your spell list (which you can't do) 2) you'll have dragon wings
(I mean -I- would have them, you could definitely not have
Touch Spells? them...) and being airbourne makes spell ranges much more
So this is where the metamagic could get great utility by relevant and 3) you'll now have wish and the idea of doubling
making touch spells far more usable with a 30ft range... it's the spell range on any level 8 or lower spell seems far more
too bad none are offensive sorcerer spells except for shocking useful.
grasp and plane shift....
Great Distant Spells
Compatible with Spell Sniper! Cantrips
Double range feat times double range metamagic = Shocking Grasp (remove a reaction @ 30ft)
quadruple range! The feat is only compatible with attack roll
spells but allows for the longest distance attacks possible Level 1
outside of dropping objects from orbit (1200ft Eldritch Blast). Feather Fall (because you'll have fly)
Spotting a target from 1200ft is another challenge
entirely...so it's limited to aerial combat essentially. Level 3
Fly You'll need this to make yourself untouchable from huge
"up to insert number in Range"? heights and lord your range superiority over others both
figuratively and literally (neither this nor featherfall become
These types of spells are marginally improved as well; very relevant if you are a level 14+ Dragon sorcerer
Mass Suggestion, Seeming, Animate Objects, all affect obviously). DOES NOT WORK WITH COUNTERSPELL:
targets you can see within range (which is either a frontal Part of the trigger for counterspell
120 degree cone or a full sphere depending on how you
interpret it), and now it embodies an area that is 4-8x bigger, Level 4
depending on how much 3-dimensional space is relevant. Dimension Door (to keep the range advantage)
Outdoor caster duels There are many others these just happen to be the mandatory
This is where the metamagic shines. A lot of the really ones if you take Distant Spell; if I covered all the options the
crippling mindcontrol/crowdcontrol/getrekt kind of spells list would be asinine. I know this seems lazy but this is one of
have ranges of 30-120ft, and so being able to keep an those options you're either going to love because you're doing
opposing spellcaster at bay while having larger access to your a sweet open ocean/air ship speciailized campaign or you
arsenal is the best niche use of this metamagic I can think of. won't because it's a standard campaign with lots of tight
spaces and closed in rooms, which for me, has been most of
them. Definitely useful outdoors when fighting flyers (Rise of
Tiamat?)
PART 5 | Distant Spell: for the player who
10 actually gets to play that sweet pirate campaign
Why does Extended Spell Why I won't give example
suck so much dongs get Spell lists
relegated to F-Tier? Because there are too many combinations of metamagics and
spells for me to fairly cover the options. Spell lists also
Inside of combat encounters I can count on both hands the change and adapt with level ups; as stated earlier, spells get
number of times I've said to myself "Gee I really wish this replaced and changed out when new options become
spell lasted twice as long." Metamagic options are so few that available and the idea of creating many different multi-layered
taking something which has little benefit inside one of the adapting spell list arrays that are derived from increasing
cornerstones of D&D, combat, is not really an option for metamagic combinations that also increase with levels is too
sorcerers. Even subtle spell has amazing benefits inside of drastic an undertaking even for me. You'll just have to
combat encounters despite it's social value. stumble through the process yourself like I did. Always
Here's the rub: well designed fights do not last much longer remember that a spell doesn't have to used with a metamagic
than 10 rounds (the standard duration of most spells) everytime, and just because you pick a spell doesn't mean it's
because otherwise they wear on the patience of the players going to be used with a metamagic at all (dispel magic, misty
and on the resources of every other spell caster. Moreover the step, shield and counterspell come to mind).
downtime between combats ensures that spells that last 1 I'm going to list a few powerhouse spells that have never
minute will expire before the group can start another fight (so led me astray:
lasting 2 minutes becomes a moot point). The fact that you
have to make this decision when you cast the spell and not Shield: I would've died many many times without this level
when the spell expires means that getting interrupted can one wonder.
waste the sorcery point and make your initial investment Shatter: Destroying objects while doing damage is
useless as well. If I were to homebrew it, at the very least I sublime; collapse roofs above or bridges below foes.
would make the choice to invest the sorcery point when the
spell is about to expire and potentially make it interact with Suggestion: One sentence mindcontrol!
other metamagics like empower does. If I wanted to get
creative, I'd have concentration effects persist after Fireball/Lightning Bolt: Overtuned AoE destruction
concentration is broken or a new spell is cast for (Charisma Dimension Door: Never get caught. You can take someone
modifier) rounds with a maximum of one additional with you (combine with suggestion to take an enemy 200ft
concentration effect in place (so you can layer two into the air while you have dragon wings and drop 'em)
concentration effects for 5 rounds for 1 sorcery point). Again
this would probably be overpowered (or at the very least Wall of Fire: Remote, precise, consistent line damage.
useful) but we come back to the realm of hard rules and the Hitting enough foes 1 turn is often enough, 2+ is icing on
terribleness (sp?) of this metamagic becomes ever apparent. the cake.
The opportunity costs of taking this metamagic is what
kills it; it's far outweighed by the other options available as Animate Objects: Sorcerer's Apprentice much? Also poor
well as being exclusive with other metamagics. The reward is mans AoE 15ft fly speed...
lackluster at best and is designed for extremely niche If you want a great source for checking through sorcerer
endurance builds that I have never seen flourish. The spells I reccomend Grimoire which is an easy to navigate
problem being, that if your group is taking a very long time to website including all PHB spells and even the expanded
close out fights, the odds of you all taking lots of damage and options from Elemental Evil. It is also compatible with mobile
spending too many resources on each fight is very high. Even phones. Go experiment and find out what you like.
doubling the duration on a delayed blast fireball would mean
an attack which takes you 2 minutes to charge up; it's the
ultimate spirit bomb but without being able to cast subtle
spell on it simultaneously you can't really charge it up
inconspicuously to deal that sweet 32d6 damage. The same
could be said of a 20d6 Phantasmal Force; sure it's
economic, but who has 20 rounds to sit around and
concentrate on it during a fight?
The possibility exists within a multi-class somewhere I'm
sure (Phantasmal Killer? Aura of Vitality?) But again, I'm not
too keen on going down that rabbit hole in the first place for
reasons stated earlier.
If you have seen a build that revolves around extended spell
(without homebrew) and thought "Wowsers! /u/Lol-Guru was
totally wrong about how crappy this metamagic is!" then by
all means please PM me and let me eat my words on this one
because I've never seen someone use the metamagic to the
same gamebreaking effect as the others (I can update the
guide in real time).

PART 5 | I can't believe I have to explain why


Extended spell is awful... 11
Lucky
Feats It's a great Feat, so good in fact that I often run out of luck
I will make an attempt to discuss feats within the scope of points very quickly. Saves you in the clutch but everybody's
what spells, metamagics or niche multi-classes they combine luck runs out...
well with. It should be noted that I almost always rush to 20
charisma before taking a feat (Variant Humans are not used Mage Slayer
at my table anymore...too much of a good thing). If you don't Remarkably Strong on Paladin Gishes: Aura of Protection
see a feat listed, it's because I don't think it's worthwhile or coupled with advantage on saves in melee makes you a
I've never considered/tested it. With that in mind: menace to deal with. Moreover disadvantage on
concentration checks applies to even your AoE damage
I have never regretted rushing to get 20 spells. As a Pure sorcerer I'd probably avoid it, but as a
charisma; it is such a core stat to the class Paladin Multi-class I'd very likely take it (unless my DM
that affects so much of what you focus doesn't use casters...)
on deviating from this is a rare
occurrence. Observant
Alert It's a nice boost but because wisdom isn't a high stat for most
After you realise how hard it is to be shut down as a Subtle sorcerers it becomes hard to justify going for that super high
Sorcerer one of the few things your DM can throw at you is passive perception. Multi-class bards/rogues where you take
ambushes to try and cripple or down you early. This feat specialization in Perception can overcome this for high
pretty much bypasses this last weakness you may have which passive perceptions despite the low wisdom scores and so a
is people getting the drop on you or being attacked by hidden small niche exists to take this feat. Reading lips is rarely
foes. It also comes with a lovely intiative boost, and going first useful but cool.
can be the make or break in a lot the small skirmishes in an
adventuring day. Highly reccomended. Resillient
Good for boosting Wisdom saves which can often be your
Actor downfall. While it might be nice to boost dexterity and have
The only feat that can be taken early (if you have an odd proficiency in those saves, no feat can be taken twice and so I
number for your charisma score or another score you want to would very likely choose wisdom.
boost later) and makes the disguise self spell very useful.
There's nothing stopping you from donning an actual disguise Skulker
underneath the spell just in case. Coupled with your already This is only relevant because if you have Darkvision it
high charisma, impersonation becomes much easier and actually makes pitch black darkness count as Dim Light
almost indistinguishable through use of the Alter Self Spell which with this feat no longer imposes disadvantage on
later(which can change your vocal chords to match your perception checks. If you subtle spell a cantrip attack and it
target). Probably something you'd take with Subtle Spell to be misses you won't give away your position either. Very good if
a master infiltrator/doppleganger. you splash two levels in rogue to cunning action hide while
slinging cantrips.
Crossbow Expert
I consider it jenky and not in keeping with the spirit of the Spell Sniper
Feat to use this feat on spells. It's called "Crossbow Expert" Combines with the Distant Spell metamagic. Another good
why would it help you cast spells in melee? Regardless if multi-class rogue option to hide in the distance while slinging
you're getting engaged in melee combat often you're probably off damage cantrips/sniper spells. The problem is when
a Gish or a very dead sorcerer. you're shoehorned indoors and all that open space closes
right up; the feat becomes far less useful. That having been
Elemental Adept said the bonus cantrip and the ability to bypass cover are
I've recently changed my tune on this feat. In mid-high tier much needed icing on the cake that still help.
elemental resistances becomes abundant. It's probably one of
my go to feats at level 12 now because there are a surprising Tough
amount of ways for enemies to get resistance as well. Be wary I really like this feat, if only because when you are a Dragon
not to hit your allies however because your spells will ignore Sorcerer it will bring you up to a Barbarian's level of hitpoints
their resistances as well. (HAH) and the lower your original HP the more impactful
bonus HP is (adding 2 to 5 is more impactful than adding 2 to
Healer 7). I highly reccommend this in mid to high levels since it
This one actually works wonders if you have quicken spell; it scales retroactively and that is also when attacks start to hit
also scales up with levels and a healing kit can be used with really hard.
every short rest. Unfortunately the HP is rather meh and you
can gun through lots this way. Take it if there aren't a lot of Warcaster
party members with healing magic (to stabilize dying people) If you're Gish-ing or taking a lot of hits while concentrating
and you have Quickened Spell, otherwise...pass. and would rather not worry about losing concentration
(instead of worrying about not getting hit...) then you'll want
this feat. Odds are you'll almost never lose concentration
without losing consciousness first. If you'reProbably
mandatory for extended spell...I wouldn't know...
PART 6 | I was always under the impression
that "feats" weren't something to be performed
12 consistently... that's what makes them feats...
M-M-M-Multiclass! Paladin 6 / Dragon Sorcerer X
Pure sorcerers are pretty rad, but sometimes you want to Das Über Gish
expand your spell list, get more spells known or just make METAMAGIC REQUIRED: Quickened Spell
some hardcore munchkin multi-class combo to flaunt your Imagine if you will: Quickened Hold Person into double
metagame prowess. The following are the only Multi-classes auto-crit smite. Need I say more?
with sorcerer that I have ever been impressed by. The key here is to use human variant and pick up resillient
I am skipping Sorcerer/Warlock because it's very Con. at level 1. Starting paladin lets you have heavy armor as
unlikely I will contribute anything new to this already well as fast track to second attack and adding charisma to
done-to-death multi-class. saving throws. Some would argue to start with Sorcerer 1
level to get Con saves, but I need that sweet sweet platemail,
plus I hate delaying second attack and wisdom saves are just
Dragon Sorcerer X / Invoker 2 as useful, so if you can get resillient con right off the bat, why
Invoker is the old-school-cool terminology for an evocation make someone choose?
wizard. Vengeance Paladin is usually the best fit since it has the
METAMAGIC REQUIRED: Empowered Spell best enhanced spell list for this type of Gish but is by no
His name, was Horvath, and holy moly did I have a lot of means mandatory.
fun with this one. A human Sorcerer whom after Dragon As for weapon choice, welll...unfortunately Great Weapon
Sorcerer level 6 (because fireball and lightning bolt) switched Fighter doesn't affect smite damage (Curse you Jeremy
gears to Invoker for 2 levels to pick up Sculpt Spells and by Crawford!!!) which means that defensive fighting style +
golly I think we have a winner. Unlike Wizard X / Sorcerer 3, sword and board will affect all incoming attacks and their
your spell progression is delayed less, and the Wizard feature damage but if you took Great Weapon Fighter it only affects
isn't dependant on any kind of resource system that scales roughly half your damage output. Combined with the
with wizard level. What's more, the Sculpt Spell feature is potential for spells like Blur and Shield having 21 AC is just
completely compatible with any metamagic and scales with better than two handed weapons in this case.
level of the spell as opposed to casting stat (unlike careful Minimum 15 Strength so you can wear platemail (and
spell) which means that the higher level evocation spells with multi-class) but 16 is attainable with point buy.
larger areas can still be safely cast around allies. Throw in A PC that's a big, dumb, foolish, unresponsive
some extra utility cantrips, some great level 1 utility spells MURDERHOUSE that quicken's spells and is able to shell
along with ritual caster and an excuse to play a smart out smites on the same turn. High HP, High saves, High AC,
character (because 13 int) and you're left with a well rounded huge damage.
power-blaster that can simultaneously subtle-empower-sculpt An easy spell combo is quickening a hold person into
a Wall of Fire or Ice Storm. double crit smites; simple and very effective. Ever since the
It was the most worthwhile 2 level dip I've ever milked out PHB Errata you can use sorcerer spell slots for paladin
of the multi-class system and comes highly reccomended. smites which means sorcerer levels also provide better fuel
for paladin smites :D.
Wild-Mage X / Trickster Cleric 2-3
Because subtle spell combined with an illusionary wild-surge Dragon Sorcerer 17/Valor Bard 3
proxy is shenanigans to the max. I still haven't gotten to test this (level 20 characters have
METAMAGIC REQUIRED: Subtle Spell never been my bag) but I asked myself what a sorcerer could
Disguise Self is 1 hour in duration and concentration free. want after getting their last metamagic and 9th level spells
You can use it to disguise yourself up to 1ft shorter and spell* (let's face it, it's wish) and 3 levels of Bard seem to
essentially peer over cover without actually revealing your complete the class beautifully. Medium Armor Proficiency
head to the enemy. Coupled with spells that are silent with an which includes the very important Shield Proficiency,
illusionary proxy @ level 2, and you've got yourself the recipe Expertise in two skills (Stealth would probably be one of my
for shenanigans abound! Getting the Cleric up to level 3 choices), 6 spells known of level 1-2 (instead of 1) which often
means you get pass without trace and mirror image for free is the levels I have the most lacking, and most importantly
and some useful level 2 cleric spells. half proficiency on counterspell and dispel magic (+8 total!).
The build relies on an understanding between you and the Spending a level 3 spell and reaction to crap on a once a day
DM that wild-surges triggered by casts that use your clone's level 6-9 spell is satisfying.
range (instead of yours) would trigger the surge at that
location.
If your DM rules as such, all the risk of wild-surges Obviously There are tonnes of multi-class
becomes negligible (to you...). So if you want to come to the combinations that are both viable and fun
table and grate some grade A cheese, slap down this bad boy this is just a nice sampler with some of the
and let the good times roll. more hilarious/powerful Multiclasses I've
seen/played.

PART 7 | Extra Munchkin Mode ENGAGE! 13


That's the end!

I
hope the time and effort I put into writing this guide
helps to alleviate or avoid some of the problems you
might've had to struggle through building and playing
the class. It's truly incredible and powerful, it's just
really hard to execute on without the right mindset
and maybe a healthy amount of D&D experience.

Picture Credits
In order of appearance
https://ghostradio.files.wordpress.com/2009/06/serendibsorcerer.jpg
http://www.manaleak.com/magic-the-
gathering/images/Counterspell_image12617.jpg
https://1.bp.blogspot.com/-
IiWbSimRWVA/Vxkghg6iUtI/AAAAAAAACCI/JJwVdYdMLJ4HxDOrSFTzwGOtapFKvABLQCLcB/s400/counterspell-
730x280.png
http://pro.bols.netdna-cdn.com/wp-
content/uploads/2017/03/dnd-mystic.jpeg
http://www.eberron5e.com/wp-
content/uploads/2017/03/slide-complete-spells-list.jpg
http://cdn.obsidianportal.com/assets/1539/Genasi_Sorcerer.jpg
https://wrathofzombie.files.wordpress.com/2014/12/gun-
mage-2.jpg
https://s-media-cache-
ak0.pinimg.com/736x/74/f8/61/74f861a6d29cceebe1c144b079f30fde.jpg

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