Seekergeek
2017-03-12, 10:36 AM
So after over a year of play, my wizard is dead. It's sad and life is going to be hard for a while but in the end I have to move on. I'd really love some help in shaping his replacement.
I'm in a group that is particularly fun and pretty RP focused so some choices below are motivated that way though nothing is written in stone.
Some quick facts:
I'll be playing a Triton from Volo's guide.
Starting stats, pre-racials, are: 14, 8, 15, 10, 14, 15
We are level 6.
Our party composition is:
A Moon Druid
A Barbarian/Fighter (not actually sure of either specialization or his MC level spread)
A Knowledge Cleric
A Shadow Sorcerer
The Druid, despite his circle choice, plays a much more back-line blast and conjure game. This has left the Barbarian Fighter as our only front liner if Summon Nature's Ally isn't in play. My previous character was a bladesinger but I felt like it wasn't exactly what it claimed to be on the tin, and I spent the majority of my time controlling and debuffing which was fun but I'd like to take the opportunity to get my hands dirty in a less traditional way this time around.
What I imagine for myself in combat is focusing on curse of the sea along with shocking grasp, lightning lure and frostbite as my usual round-to-round DPR options. The cleric levels will give me some goodies in the form of armour profs along with thunderous rebuke and the channel divinity as well as access to some party-friendly buffs like bless, healing word and cure wounds.
I also don't know exactly where to focus the level progression - am I better suited to go cleric long-term or sorcerer? Sorcerer seems like the only option to me in order to avoid MAD considering I'll be using CHA for my attack rolls ect. with curse.
Lastly, I need to be viable from level 6 even if it means a choice that may be less than optimal for a level 20 white room build. I need to be playable from the jump. We don't play more than a couple times a month and we have been levelling slowly - It took a year or so to progress from level 1 to 6 so I don't expect to see level 12.
With that in mind, I imagine the following:
Sorcerer 4/Cleric 2
STR 15
DEX 8
CON 16
INT 10
WIS 14
CHA 16
ASI into CHA at Sorc 4 (or would elemental adept - lightning make more sense?).
Quicken and Twin as my metamagic out of the gate.
Fullplate and a shield along with an empty hand.
At level six, sorcerer spells might look like this:
Sorcerer Cantrips
Friends
Lightning Lure
Message
Frostbite
Shocking Grasp
First Level Sorcerer Spells:
Charm Person
Shield
Second Level Sorcerer spells:
Blur
Hold Person
Misty Step
How does that look compared to other options? Is there something glaring I've missed? Is this a poor combo?
I'm in a group that is particularly fun and pretty RP focused so some choices below are motivated that way though nothing is written in stone.
Some quick facts:
I'll be playing a Triton from Volo's guide.
Starting stats, pre-racials, are: 14, 8, 15, 10, 14, 15
We are level 6.
Our party composition is:
A Moon Druid
A Barbarian/Fighter (not actually sure of either specialization or his MC level spread)
A Knowledge Cleric
A Shadow Sorcerer
The Druid, despite his circle choice, plays a much more back-line blast and conjure game. This has left the Barbarian Fighter as our only front liner if Summon Nature's Ally isn't in play. My previous character was a bladesinger but I felt like it wasn't exactly what it claimed to be on the tin, and I spent the majority of my time controlling and debuffing which was fun but I'd like to take the opportunity to get my hands dirty in a less traditional way this time around.
What I imagine for myself in combat is focusing on curse of the sea along with shocking grasp, lightning lure and frostbite as my usual round-to-round DPR options. The cleric levels will give me some goodies in the form of armour profs along with thunderous rebuke and the channel divinity as well as access to some party-friendly buffs like bless, healing word and cure wounds.
I also don't know exactly where to focus the level progression - am I better suited to go cleric long-term or sorcerer? Sorcerer seems like the only option to me in order to avoid MAD considering I'll be using CHA for my attack rolls ect. with curse.
Lastly, I need to be viable from level 6 even if it means a choice that may be less than optimal for a level 20 white room build. I need to be playable from the jump. We don't play more than a couple times a month and we have been levelling slowly - It took a year or so to progress from level 1 to 6 so I don't expect to see level 12.
With that in mind, I imagine the following:
Sorcerer 4/Cleric 2
STR 15
DEX 8
CON 16
INT 10
WIS 14
CHA 16
ASI into CHA at Sorc 4 (or would elemental adept - lightning make more sense?).
Quicken and Twin as my metamagic out of the gate.
Fullplate and a shield along with an empty hand.
At level six, sorcerer spells might look like this:
Sorcerer Cantrips
Friends
Lightning Lure
Message
Frostbite
Shocking Grasp
First Level Sorcerer Spells:
Charm Person
Shield
Second Level Sorcerer spells:
Blur
Hold Person
Misty Step
How does that look compared to other options? Is there something glaring I've missed? Is this a poor combo?