ScoutTrooper
2019-12-12, 08:56 AM
So after a failed CoS campaign with constant TPKs each session and an epic ‘The Grey’ last stand in the wolves den. My local group decided to switch things up and the DM wanted to get off rails. So now we’re taking a crack at his homebrew.
With no Restrictions and Standard Rolls for Stats, I have drawn up the subjected
STR 11 (0)
DEX 14 (+2)
CON 14 (+2)
INT 10 (0)
WIS 11 (0)
CHA 16 (+4)
Prof. Skills – Arcana, Intimidation, Athletics, Persuasion, Survival, Animal Handling.
And chose Three-Dragon-Ante for my game set.
Cantrips – Prestidigitation, Create Bonfire, Firebolt, Frostbite
1st Level Spells – Chaos Bolt, Shield
I did starting wealth in attempts to grab some caltrops, Oil and if I got a lucky high roll, a mule + cart. The DM also started to get anal on carrying capacity mid CoS, so us players started using Roll20 for the auto calculations on our character sheets.
Level 2 – 1st level spell; Catapult
Level 3 – 2nd level spell; Mirror Image
2 Sorc Point costing Darkness Spell *That I can see through*
Level 4 – Feat: War Caster
2nd level spell; Shadowblade
Cantrip, Shocking Grasp
Twinned Spell & Quicken Spell
We’ve recently got to 4th level, and I took War Caster. Now I’m thinking of Dipping 4 levels into Rogue; Mastermind.
One of the players is a Dwarf Cleric of the Forge, and I got him to channel divinity one of my daggers and Arcane Focus together. Now dual wielding the bone darts from slain enemies and dagger/focus, able to still cast spells. Also if there isn’t enough fire, ‘drop’ a flask of oil, cast catapult (It’s the only legal way to do it, RAW)
Legally you can ‘drop’ the oil, Cast Catapult, hits an enemy (3d8). Quicken Firebolt (1d10+5).
The ‘drop’ is flavored as, pulling the string to drop the flask off a bandolier, and casting catapult before it hits the ground.
I’ve also picked up Alchemist Supplies, and 50gp (1lb.) of material to make my own oil flask. Doing the math and using XGtE. I have 1000 long rests worth of materials if I’m making strictly oil.
The multiclass isn’t really for the armor or added proficiencies but getting the sneak attack to couple with my shadow magic and melee. And 4 level dip in Rogue, just to get Master of Tactics, and then end on that track's ASI before going back to Sorcerer. I don’t believe this campaign is going see late game.
However, I’m not posting to just share a build, but to start a discussion. I believe I did this wrong. I’m conflicted that if I were to do a Shadow Sorc / Mastermind Rogue build, that the first 8 levels should maybe alternate. Perhaps starting on Rogue, and then splash Sorc in the beginning, after Rogue 4, main Sorc.
The idea of the build is to be a more versatile caster that can withstand a bit, alter the battlefield, create traps, have an escape mechanism, and stand their own if in melee. Also, obviously starting fires everywhere.
Thoughts?
With no Restrictions and Standard Rolls for Stats, I have drawn up the subjected
STR 11 (0)
DEX 14 (+2)
CON 14 (+2)
INT 10 (0)
WIS 11 (0)
CHA 16 (+4)
Prof. Skills – Arcana, Intimidation, Athletics, Persuasion, Survival, Animal Handling.
And chose Three-Dragon-Ante for my game set.
Cantrips – Prestidigitation, Create Bonfire, Firebolt, Frostbite
1st Level Spells – Chaos Bolt, Shield
I did starting wealth in attempts to grab some caltrops, Oil and if I got a lucky high roll, a mule + cart. The DM also started to get anal on carrying capacity mid CoS, so us players started using Roll20 for the auto calculations on our character sheets.
Level 2 – 1st level spell; Catapult
Level 3 – 2nd level spell; Mirror Image
2 Sorc Point costing Darkness Spell *That I can see through*
Level 4 – Feat: War Caster
2nd level spell; Shadowblade
Cantrip, Shocking Grasp
Twinned Spell & Quicken Spell
We’ve recently got to 4th level, and I took War Caster. Now I’m thinking of Dipping 4 levels into Rogue; Mastermind.
One of the players is a Dwarf Cleric of the Forge, and I got him to channel divinity one of my daggers and Arcane Focus together. Now dual wielding the bone darts from slain enemies and dagger/focus, able to still cast spells. Also if there isn’t enough fire, ‘drop’ a flask of oil, cast catapult (It’s the only legal way to do it, RAW)
Legally you can ‘drop’ the oil, Cast Catapult, hits an enemy (3d8). Quicken Firebolt (1d10+5).
The ‘drop’ is flavored as, pulling the string to drop the flask off a bandolier, and casting catapult before it hits the ground.
I’ve also picked up Alchemist Supplies, and 50gp (1lb.) of material to make my own oil flask. Doing the math and using XGtE. I have 1000 long rests worth of materials if I’m making strictly oil.
The multiclass isn’t really for the armor or added proficiencies but getting the sneak attack to couple with my shadow magic and melee. And 4 level dip in Rogue, just to get Master of Tactics, and then end on that track's ASI before going back to Sorcerer. I don’t believe this campaign is going see late game.
However, I’m not posting to just share a build, but to start a discussion. I believe I did this wrong. I’m conflicted that if I were to do a Shadow Sorc / Mastermind Rogue build, that the first 8 levels should maybe alternate. Perhaps starting on Rogue, and then splash Sorc in the beginning, after Rogue 4, main Sorc.
The idea of the build is to be a more versatile caster that can withstand a bit, alter the battlefield, create traps, have an escape mechanism, and stand their own if in melee. Also, obviously starting fires everywhere.
Thoughts?