Waazraath
2020-04-26, 01:45 PM
Past days, there have been some discussion on the best and worst aspects of 5e. One of the things mentioned (also by myself) was the lack of specialist casters.
To go a bit more in detail on this: 3.5 had specialist full spellcasting classes like the dread necromancer (necromancy, duh - blend of cleric and wiz spells, if I recall well), Beguiler (skill, enchantment, illusion spells) and Warmage (evocation and abjuration). In addition, there were more obscure classes that did the same (e.g. Death Master, also kind of necromancer), a nigh uncountable number of prestige classes that specilized in a certain area (sometimes at the exclusion of other areas), psions and wilders had a small number of not-spells known (wilder 11 over 20 levels I think), and psion's had a specific focus (6 not-schools)
There was much more of this, but anyways: specialization out the box was common (though generalists were also abound). But more than that: the number of spells, feats and prestige classes was so enormous, that any kind of specialist could be build, and (more than) viable from a generalist chasis (like sorcerer or wizard).
Back to 5e. There hardly are specialist casters; even druids, bards and clerics have a wide range of options, let alone wizards and sorcerers. And because of that, and cause its the logical thing to do from an optimization point of view, almost all casters just cover all bases as much as possibe (single target damage, defensive spells, area of effect, buff, debuff, summoning, battlefield control, illusion, versatility goodness like fly/polymorph/invisibility/teleport).
Problematic as this is, in addition to putting the spotlight on the problem, I'd like to help with a solution. So what can be done in 5e, creating specialist casters?
Don't bother to stat out the entire thing from lvl 1-20, if you don't want to bother - a broad outline will do. For me, the most bonus points can be gained when it works with a single class bard, sorcerer or warlock - given their relative small spell list and few spells known it is the most difficult I guess. But any thematic full caster will do, be it with the help of feats, multiclassing, spell selection, backgrounds, or whatever.
To start it:
embermage
- Sorcerer 20, draconic bloodline (fire)
- human variant, feat (1): elemental adept (fire)
- metamagics: empower spell, careful spell (3), ...
- spells: Firebolt, burning hands, dragon breath, scorching ray, fireball, wall of fire... you get the drift.
Theme: super bloody basic: burn stuff. Elemental adept helps you from lvl 1 onwards to circumvent resistance to fire, and with some extra damage. With DRaconic bloodline you have a little bit extra staying power (13AC + 1hp/lvl), so defensive spells can be picked a little less; pick a other spells to add a little versatility without disturbing the theme.
spell empowered spy
- Sorcerer 20 (shadow)
- race: changeling (alternative: tiefling variants glaysa & dispater)
- feats: lvl 4 (actor), 18 cha (cause half feat)
- background: criminal or charlatan
- metamagics: subtle spell, twinned spell (3), ...
- spell options: 1: Mage armor, sleep, charm person. 2: enhance ability, misty step, detect thoughts, scorching ray, levitate, spiderclimb, invisibility. 3rd: major image, counterspell, stinking cloud, dispel magic. 4: dimension door, greater invisibility, polymorph. 5: Animate objects, dominate person, skill empowerment 6: disintegrate, mass suggestion 7: finger of death, reverse gravity 8: dominate mosnter, Power word stun 9: wish,
Theme: infiltrater / assassin. with changeling, the build has 6 skills, probably all relevant cha + stealth. Spells empower skill (enhance ability, skill empowerment, invisibility), work well in social situations with subtle (illusions, charm, dominate, detect thoughts). Damage spells are either also picked to work with subtle (animate objects without knowning that anybody cast a spell :)), or work single target with rays (to take advantage of the auto-advantage of Shadow sorcerer when casting from darkness) or that get a saving throw (with the auto-disadvantage of the dog). Nothing flashy, in any case, to stick with the theme. And yeah, there are more spells here than the sorcerer knows, so it still needs a selection based on the specific adventure and other party members. Some spells are also logical to switch out later (sleep, misty step after getting teleport).
Stormcaller
Class: tempest cleric 2 / storm sorcerer 18
Race: half-elf
Feat: later elemental affinity (lightning)
metamagic (lvl 5): subtle, quickened
Spells: booming blade, thunderwave, shatter, lighting bolt, chain lighting
Theme: gishy sorcerer that uses thunder & lighting spells, with the thunder & lighting subclass and 2 levels thunder & lightning cleric. This is an older build from here: https://forums.giantitp.com/showthread.php?591621-Waazraath-5e-build-compendium
(full version behind spoiler)
Description: Stormcaller
Race: Half-Elf
Class: Tempest cleric 2 / storm sorcerer 18
Ability scores lvl 1 (incl. racial modifiers): str 14 +1, dex 10, con 13, int 10, wis 13 + 1, cha 14+2
ASI / feats: 6: +1 str + 1 con; 10: elemental adept (lightning); 14 +2 cha for 18: 18: +2 cha for 20
Summary: Walk around in full plate. Have a few direct damage spell options that are more damaging than what an evoker of equal level can throw. For the rest, pick the role that fits the situation best, whether it’s buffer, healer, or secondary melee fighter.
Cantrip must haves - Cleric: Guidance, Spare the dying; Sorcerer: Booming Blade
First tier (1-4)
The first two levels, Stormcaller plays as a standard, melee oriented Tempest Cleric. It’s primarily a support caster, who helps the party with spells like bless and healing word. With AC 18, the option to cast shield of faith for AC 20, he can wade into melee when needed. He should keep his shield ready, but make sure he doesn’t draw a weapon before walking into the fray, to keep a hand free for casting. Draw a weapon when needed.
In melee, he has a useful reaction (Wrath of the Storm, 2d8, save for half) when hit. At level 2, Channel Divinity gives maximum damage on a thunder or lighting damage roll; that could be used for Thunderwave, hitting a number of foes for 16 damage (save for half). Later, with stronger spells, this will get really powerful. Since it recharges on a short rest, you should be able to use it several times per day.
At level 3: enter Storm Sorcerer. A must is the cantrip Booming Blade. The spell Shield can be nice, if he often finds himself attacked before drawing a weapon. But its no must, since AC is good to begin with. Since there are 2nd level spell slots available, he can cast a few times / day a maximized thunderwave for 24 damage, save for half. Tempestuous Magic is nice: take a free 10 ft fly before or after casting a spell of 1st level or higher; this can give nice combo’s with Booming Blade, later, and is an easy way to disengage from melee combat if needed.
Level 4 gives metamagic. Subtle works great of you’ve taken the Shield spell, since you can cast it now even when both your hands are full. Quickened will be good once you’ve got a few more sorcery points, since you can quicken Booming Blade. Nice combo with Hold Person (later: Hold Monster) to cast Hold as an action, and quicken a booming blade; an auto-crit, with at later levels the extra dice from BB, is not half bad as an extra.
Second tier (5-10)
Ah, level 5, the level that supposed to suck for the multiclassers. Not for this baby. You get second level spells, which is in any case Shatter, and third level spell slots. Yes, that is a maximized 32 damage ranged area effect sell you’re looking at; you don’t get Fireball at level 5, but something that is even more damaging (with a smaller area of effect, but a less often resisted damage type). You need to take a short rest between every use though.
This gets better at level 7, when you get your 3rd level sorcery spells. A maximized Lightning Bolt in a 4th level spell slot for 54 damage? Yes please! Thunder step combines damage with extra mobility. The feat Elemental adept (lightning) takes care of resistance, from level 10 onward.
At level 8, Stormcaller deals extra damage (half sorcerer level) with Heart of the Storm, to foes in 10 ft, when casting 1st level or higher spell that does lighting or thunder damage. Move up to some foes, quicken a booming blade, cast Thunderwave, do some extra damage with Heart of the Storm, take the free disengage (10 ft fly) from Tempestous magic. If opponent walks to you to hit, damage from Booming Blade kicks in. Yay.
Third tier (11-16)
The levels of the big bang. Chain lightning, level 6 spell, castable from level 13, in a lvl 7 slot, for max 5 targets that get 80 maximum damage (with channel divinity) for 400 damage. BOOM!
At level 12 Stormcaller gets a new metamagic. Just pick whatever is needed, matches well with your spells, and the needs of your party (an example of spells / metamegic combo’s is at the bottom of this post). At level 16, Storm’s Fury hinders and damages anybody hitting you in melee: damage equal to sorcerer level, and save or be pushed back 20 ft.
Fourth tier (17-20)
Starting with an 8th level spell, and the level after that the ASI that raises charisma to 20. And then: hell yeah. Wish, at level 19, for huge increase in versatility. Cast it as any spell needed. Use it in downtime to get a familiar and a Greater Steed. Alter reality! The last metamagic at this level is just gravy.
The ‘capstone’ at 20 is Wind Soul: immunity to lighting, thunder, and gain permanent fly speed. That when needed you even can share with others. There are worse (real) capstones.
Conclusion & variants
The stormcaller is a Very Useful Addition To Any Party. He’s an emergency healer, when somebody goes down he can get ‘em up. He’s a decent buffer, with Bless and Guidance early on, further depending on spells and metamagic chosen. The sorcerer doesn’t grant many spells known, so at later levels, it’s a bit of a choice whether to focus on utility, summoning, battle field control, or debuffing enemies.
This build has top defence and offense. It’s a full caster, running around in full plate plus shield. With spells like Shield, Greater Invisibility, Absorb elements, and (optionally) misty step or something to escape dangerous situations.
Its action economy is great. You have a several bonus actions (quicken spell, Healing Word) and reactions (Wrath of the Storm, Shield, Storm’s Fury, Absorb Elements) to choose from, many you get at the early levels. Twin (if you take it) is always great for the action economy as well.
Mobility is improved by the class features Tempestuous magic (we get it at lvl 3) and Wind Soul (permanent fly) as our capstone at 20. Of course, it can be improved by selecting the right spells. Spells like Misty Step, Fly, Far Step, Dimension Door and Teleport are always nice options. For this build, Thunder Step is almost a must, as it does both Thunder Damage and provides a teleport effect.
I didn’t fill in all spell choices per level, since the build can fulfil its intended roles (direct damage Area of Effect blaster; secondary melee/tank; emergency healer) even without picking all available spells and metamagicks. But to avoid Schrödingers Sorcerer, here an example of spell picks of different levels that allow Stormcaller to fulfill a number of roles:
Offense: Shatter (2), Lightning Bolt (3), Chain Lightning (6), Telekinesis (5), Dominate Monster (8), hold person (2),
Defense: Shield (1), Absorb Elements (1); Improved invisibility (4 – also has utility and offensive purposes)
Mobility: Thunder Step (3)
Utility: Wish (9), Major Image (3), charm person (1), Plane Shift (also offense - 7), Skill Empowerment (5)
Metamagicks: Subtle, Quickened (5), empower (12), twin (19)
Some combo’s:
- Hold + quickened BB
- Subtle + shield (with hands full)
- Telekinesis + quickened spell
- Subtle + charm / illusion in social situations
- Twin + hold / dominate / plane shift
- Quicken BB + any spell of level 1 or higher + heart of the storm + tempestuous magic
Don’t forget: the build also knows all Cleric level 1 spells. Together with these spells known and these metamagic, Stormcaller not only is great blaster / decent secondary tank, it also has great mobility, is great in social situations where subtle charms/illusions/dominiates can be utilized, has great skill (and can buff skills of party members) with guidance / skill empowerment.
To go a bit more in detail on this: 3.5 had specialist full spellcasting classes like the dread necromancer (necromancy, duh - blend of cleric and wiz spells, if I recall well), Beguiler (skill, enchantment, illusion spells) and Warmage (evocation and abjuration). In addition, there were more obscure classes that did the same (e.g. Death Master, also kind of necromancer), a nigh uncountable number of prestige classes that specilized in a certain area (sometimes at the exclusion of other areas), psions and wilders had a small number of not-spells known (wilder 11 over 20 levels I think), and psion's had a specific focus (6 not-schools)
There was much more of this, but anyways: specialization out the box was common (though generalists were also abound). But more than that: the number of spells, feats and prestige classes was so enormous, that any kind of specialist could be build, and (more than) viable from a generalist chasis (like sorcerer or wizard).
Back to 5e. There hardly are specialist casters; even druids, bards and clerics have a wide range of options, let alone wizards and sorcerers. And because of that, and cause its the logical thing to do from an optimization point of view, almost all casters just cover all bases as much as possibe (single target damage, defensive spells, area of effect, buff, debuff, summoning, battlefield control, illusion, versatility goodness like fly/polymorph/invisibility/teleport).
Problematic as this is, in addition to putting the spotlight on the problem, I'd like to help with a solution. So what can be done in 5e, creating specialist casters?
Don't bother to stat out the entire thing from lvl 1-20, if you don't want to bother - a broad outline will do. For me, the most bonus points can be gained when it works with a single class bard, sorcerer or warlock - given their relative small spell list and few spells known it is the most difficult I guess. But any thematic full caster will do, be it with the help of feats, multiclassing, spell selection, backgrounds, or whatever.
To start it:
embermage
- Sorcerer 20, draconic bloodline (fire)
- human variant, feat (1): elemental adept (fire)
- metamagics: empower spell, careful spell (3), ...
- spells: Firebolt, burning hands, dragon breath, scorching ray, fireball, wall of fire... you get the drift.
Theme: super bloody basic: burn stuff. Elemental adept helps you from lvl 1 onwards to circumvent resistance to fire, and with some extra damage. With DRaconic bloodline you have a little bit extra staying power (13AC + 1hp/lvl), so defensive spells can be picked a little less; pick a other spells to add a little versatility without disturbing the theme.
spell empowered spy
- Sorcerer 20 (shadow)
- race: changeling (alternative: tiefling variants glaysa & dispater)
- feats: lvl 4 (actor), 18 cha (cause half feat)
- background: criminal or charlatan
- metamagics: subtle spell, twinned spell (3), ...
- spell options: 1: Mage armor, sleep, charm person. 2: enhance ability, misty step, detect thoughts, scorching ray, levitate, spiderclimb, invisibility. 3rd: major image, counterspell, stinking cloud, dispel magic. 4: dimension door, greater invisibility, polymorph. 5: Animate objects, dominate person, skill empowerment 6: disintegrate, mass suggestion 7: finger of death, reverse gravity 8: dominate mosnter, Power word stun 9: wish,
Theme: infiltrater / assassin. with changeling, the build has 6 skills, probably all relevant cha + stealth. Spells empower skill (enhance ability, skill empowerment, invisibility), work well in social situations with subtle (illusions, charm, dominate, detect thoughts). Damage spells are either also picked to work with subtle (animate objects without knowning that anybody cast a spell :)), or work single target with rays (to take advantage of the auto-advantage of Shadow sorcerer when casting from darkness) or that get a saving throw (with the auto-disadvantage of the dog). Nothing flashy, in any case, to stick with the theme. And yeah, there are more spells here than the sorcerer knows, so it still needs a selection based on the specific adventure and other party members. Some spells are also logical to switch out later (sleep, misty step after getting teleport).
Stormcaller
Class: tempest cleric 2 / storm sorcerer 18
Race: half-elf
Feat: later elemental affinity (lightning)
metamagic (lvl 5): subtle, quickened
Spells: booming blade, thunderwave, shatter, lighting bolt, chain lighting
Theme: gishy sorcerer that uses thunder & lighting spells, with the thunder & lighting subclass and 2 levels thunder & lightning cleric. This is an older build from here: https://forums.giantitp.com/showthread.php?591621-Waazraath-5e-build-compendium
(full version behind spoiler)
Description: Stormcaller
Race: Half-Elf
Class: Tempest cleric 2 / storm sorcerer 18
Ability scores lvl 1 (incl. racial modifiers): str 14 +1, dex 10, con 13, int 10, wis 13 + 1, cha 14+2
ASI / feats: 6: +1 str + 1 con; 10: elemental adept (lightning); 14 +2 cha for 18: 18: +2 cha for 20
Summary: Walk around in full plate. Have a few direct damage spell options that are more damaging than what an evoker of equal level can throw. For the rest, pick the role that fits the situation best, whether it’s buffer, healer, or secondary melee fighter.
Cantrip must haves - Cleric: Guidance, Spare the dying; Sorcerer: Booming Blade
First tier (1-4)
The first two levels, Stormcaller plays as a standard, melee oriented Tempest Cleric. It’s primarily a support caster, who helps the party with spells like bless and healing word. With AC 18, the option to cast shield of faith for AC 20, he can wade into melee when needed. He should keep his shield ready, but make sure he doesn’t draw a weapon before walking into the fray, to keep a hand free for casting. Draw a weapon when needed.
In melee, he has a useful reaction (Wrath of the Storm, 2d8, save for half) when hit. At level 2, Channel Divinity gives maximum damage on a thunder or lighting damage roll; that could be used for Thunderwave, hitting a number of foes for 16 damage (save for half). Later, with stronger spells, this will get really powerful. Since it recharges on a short rest, you should be able to use it several times per day.
At level 3: enter Storm Sorcerer. A must is the cantrip Booming Blade. The spell Shield can be nice, if he often finds himself attacked before drawing a weapon. But its no must, since AC is good to begin with. Since there are 2nd level spell slots available, he can cast a few times / day a maximized thunderwave for 24 damage, save for half. Tempestuous Magic is nice: take a free 10 ft fly before or after casting a spell of 1st level or higher; this can give nice combo’s with Booming Blade, later, and is an easy way to disengage from melee combat if needed.
Level 4 gives metamagic. Subtle works great of you’ve taken the Shield spell, since you can cast it now even when both your hands are full. Quickened will be good once you’ve got a few more sorcery points, since you can quicken Booming Blade. Nice combo with Hold Person (later: Hold Monster) to cast Hold as an action, and quicken a booming blade; an auto-crit, with at later levels the extra dice from BB, is not half bad as an extra.
Second tier (5-10)
Ah, level 5, the level that supposed to suck for the multiclassers. Not for this baby. You get second level spells, which is in any case Shatter, and third level spell slots. Yes, that is a maximized 32 damage ranged area effect sell you’re looking at; you don’t get Fireball at level 5, but something that is even more damaging (with a smaller area of effect, but a less often resisted damage type). You need to take a short rest between every use though.
This gets better at level 7, when you get your 3rd level sorcery spells. A maximized Lightning Bolt in a 4th level spell slot for 54 damage? Yes please! Thunder step combines damage with extra mobility. The feat Elemental adept (lightning) takes care of resistance, from level 10 onward.
At level 8, Stormcaller deals extra damage (half sorcerer level) with Heart of the Storm, to foes in 10 ft, when casting 1st level or higher spell that does lighting or thunder damage. Move up to some foes, quicken a booming blade, cast Thunderwave, do some extra damage with Heart of the Storm, take the free disengage (10 ft fly) from Tempestous magic. If opponent walks to you to hit, damage from Booming Blade kicks in. Yay.
Third tier (11-16)
The levels of the big bang. Chain lightning, level 6 spell, castable from level 13, in a lvl 7 slot, for max 5 targets that get 80 maximum damage (with channel divinity) for 400 damage. BOOM!
At level 12 Stormcaller gets a new metamagic. Just pick whatever is needed, matches well with your spells, and the needs of your party (an example of spells / metamegic combo’s is at the bottom of this post). At level 16, Storm’s Fury hinders and damages anybody hitting you in melee: damage equal to sorcerer level, and save or be pushed back 20 ft.
Fourth tier (17-20)
Starting with an 8th level spell, and the level after that the ASI that raises charisma to 20. And then: hell yeah. Wish, at level 19, for huge increase in versatility. Cast it as any spell needed. Use it in downtime to get a familiar and a Greater Steed. Alter reality! The last metamagic at this level is just gravy.
The ‘capstone’ at 20 is Wind Soul: immunity to lighting, thunder, and gain permanent fly speed. That when needed you even can share with others. There are worse (real) capstones.
Conclusion & variants
The stormcaller is a Very Useful Addition To Any Party. He’s an emergency healer, when somebody goes down he can get ‘em up. He’s a decent buffer, with Bless and Guidance early on, further depending on spells and metamagic chosen. The sorcerer doesn’t grant many spells known, so at later levels, it’s a bit of a choice whether to focus on utility, summoning, battle field control, or debuffing enemies.
This build has top defence and offense. It’s a full caster, running around in full plate plus shield. With spells like Shield, Greater Invisibility, Absorb elements, and (optionally) misty step or something to escape dangerous situations.
Its action economy is great. You have a several bonus actions (quicken spell, Healing Word) and reactions (Wrath of the Storm, Shield, Storm’s Fury, Absorb Elements) to choose from, many you get at the early levels. Twin (if you take it) is always great for the action economy as well.
Mobility is improved by the class features Tempestuous magic (we get it at lvl 3) and Wind Soul (permanent fly) as our capstone at 20. Of course, it can be improved by selecting the right spells. Spells like Misty Step, Fly, Far Step, Dimension Door and Teleport are always nice options. For this build, Thunder Step is almost a must, as it does both Thunder Damage and provides a teleport effect.
I didn’t fill in all spell choices per level, since the build can fulfil its intended roles (direct damage Area of Effect blaster; secondary melee/tank; emergency healer) even without picking all available spells and metamagicks. But to avoid Schrödingers Sorcerer, here an example of spell picks of different levels that allow Stormcaller to fulfill a number of roles:
Offense: Shatter (2), Lightning Bolt (3), Chain Lightning (6), Telekinesis (5), Dominate Monster (8), hold person (2),
Defense: Shield (1), Absorb Elements (1); Improved invisibility (4 – also has utility and offensive purposes)
Mobility: Thunder Step (3)
Utility: Wish (9), Major Image (3), charm person (1), Plane Shift (also offense - 7), Skill Empowerment (5)
Metamagicks: Subtle, Quickened (5), empower (12), twin (19)
Some combo’s:
- Hold + quickened BB
- Subtle + shield (with hands full)
- Telekinesis + quickened spell
- Subtle + charm / illusion in social situations
- Twin + hold / dominate / plane shift
- Quicken BB + any spell of level 1 or higher + heart of the storm + tempestuous magic
Don’t forget: the build also knows all Cleric level 1 spells. Together with these spells known and these metamagic, Stormcaller not only is great blaster / decent secondary tank, it also has great mobility, is great in social situations where subtle charms/illusions/dominiates can be utilized, has great skill (and can buff skills of party members) with guidance / skill empowerment.