borg286
2020-05-21, 05:46 PM
Guide for Multi-threat Sorlocks
Introduction
Google doc link (https://docs.google.com/document/d/1VB-gvg4jFHw9Ve7NPO8p0vx9NDlxvveASu-_3edbORw/edit?usp=sharing) to this guide with better formatting
You likely know about the Coffeelock (https://forums.giantitp.com/showthread.php?542964-Can-someone-please-explain-the-%91coffeelock%92-to-me). Xanathar's Guide to Everything gave us the Hexblade and Divine Soul.
This multiclass opens for many amazing builds like
THE NAMELESS KING (https://www.enworld.org/threads/optimization-the-nameless-king-the-wizards-nightmare-last-boss.602665/)
The Tormented Divine Soul (https://www.enworld.org/threads/guide-the-sorlock-%E2%80%93-guide-to-the-tormented-divine-soul-with-xanathars-divine-soul-17-hexblade-3.596310/)
My own better Aberrant Mind Sorlock: A Renaissance Man (https://forums.giantitp.com/showthread.php?625704-Aberrant-Mind-Sorlock-A-Renaissance-Man)
This build aims to go beyond a Jack of all trades, and be capable of filling a laundry list of jobs and shining in 4 major in and out of combat roles. Use as a base to fill in any role the team is missing.
Know your Roles
Building off of Treantmonks God wizards guide (https://docs.google.com/document/d/1IeOXWvbkmQ3nEyM2P3lS8TU4rsK6QJP0oH7HE_v67QY/edit) I start off with the roles. Ill later dive deeper into analysis of each role and how to approach them using a Sorlock.
In Combat
Methods vs Roles of combat
D&D grew up on 4 main stereotypical classes that developed into their own roles: The fighting-man, the magic-user, the thief, and the cleric. Weve come a long way since then but people generally approach combat primarily in one or two of these ways:
Ranged Single Attacks
AoE damage
Support/Buff
Battlefield Control
Melee
Being sticky and/or drawing fire
BSF vs. Defender
Both Defenders and Big Stupid Fighters will rush into the fray.
A Big Stupid Fighter tries to force the BBEG and mooks to hit him instead of his allies, drawing their fire away. His HP needs to be patched up after every fight if not healed from dropping to 0.
A Defender, however, is a specialized battlefield controller, expert in forcing a catch-22: Attack him with little impact, or try and attack others at great cost.
Glass Cannon vs. Striker
Both Glass Cannons and Strikers know how to nova and delete the largest threat.
A Glass Cannon has maximized damage without minimizing their weak points.
A Striker recognizes diminishing returns, how to delete and stay alive to tell the tale.
Healbot vs. Leader
Both the Healbot and Leader keep the team alive often helping on the front lines.
The Healbot wastes his actions and spells unsuccessfully compensating for damage dealt.
The Leader wields his troops, sharpens them with buffs, creates openings, widens weaknesses, and deals with damage at appropriate times.
Blaster vs. Battlefield Controller
Both the Blaster and Battlefield Controller have tricks to deal with a horde of mooks.
The Blaster has 101 ways of blasting, but are frustrated when total HP isnt spread into ½ CR chunks or allies are in the way.
The Battlefield Controller masters his spell list to frustrate the DMs plans and alter reality until he sees victory.
Out of Combat
Face
Almost every class has one social skill available. Enchantment spells help. Creativity can also be channeled through Illusion.
Scout
Some want to scout the enemy numbers, find ambushes, and deal with the traps. Be careful or you turn into a corpse instead.
Healbot
Bottom line is in-combat healing cant keep up with monster damage. You only get ½ of your Hit Dice after a long rest. 2 feats exist to nearly double the healing on those long days: Inspiring Leader and Healer.
The other thing healers do out of combat is healing status effects like poisoned, disease, HP drained and even death.
Utility
Transport, Divining, Illusions, Invisibility, Flight. With as few known spells as you have, youll want to choose carefully, but thankfully well have both the sorcerer and cleric spell list to cherry pick from. With as much overlap between Wizard - Sorcerer - Bard - Cleric, you are likely to have these bases covered. This will lift the burden from the other caster from needing to have so many utility spells prepared.
Short Summary
Striker
Hexblade curse, Agonizing Blast and Hex/Greater Invisibility, Repelling blast into/out of danger
It out-damages a greatsword GWM fighter at all levels after first, except level 5 where he gets Extra Attack while we are 70% as good. (See Level 5 details for calculations)
6-8 encounter days: Twin Dragon's Breath
Attack plan @5th: Twin Inflict Wounds then Quickening Scorching Ray and Eldritch Blast
Attack plan @11th: Concentrate on Twin Holy Weapon/Polymorph with Quickened Cone of Cold and Eldritch Blast actions
Attack Plan @17th: Same but using Chain Lightning for multi-target attacks instead
Increase team damage output through twinning Command(Flee to provoke OA), Holy Weapon, Greater Invisibility, Haste, and Polymorph
Battlefield Control/Buff/Debuff
Maintain Concentration with Constitution prof, Magical Resistance(advantage on saves vs. magic), Poison Immunity, Favored by the Gods(+2d4 to first save), Shield spell, a normal Shield, Medium Armor, Warcaster, Absorb Elements)
Sleet Storm
Silent Image at-will
Twinning Command, Levitate, Holy Weapon, Greater Invisibility (Booming Blade+warcaster), Polymorph (2x T-Rexes)
Invisible Imp familiar to Aid
[Optional] Staff of the Python(uncommon), Huge Creature with reach, 65-83 HP, hits grapple requiring action to get free. Can revert as bonus action to reset HP.
Defender
Greater Invisibility + warcaster + Booming Blade (Adds 0.12 KPR on average, same as a Sneak Attack)
Sleet Storm
Good AC and resilient to magic attacks (see concentration helpers above)
Immune to Poison, the 2nd most common elemental damage type
[Optional] Staff of the Python(uncommon): See Python above.
Healer
Healer or Inspiring leader for free HP per short rest
Healing Word -> Heal, Raise Dead
Preemptive healing with Greater Invisibility, Polymorph temp HP, Hastes +2 AC, action denial with Twin Command
Twin Lesser/Greater Restoration
Face
High Charisma
Intimidation/Persuasion
Guidance, Command, Suggestion
Minor Illusion + Hex for disadvantage vs. investigation checks on Illusions.
Scout
Mage hand for triggering simple traps
Invisible Imp Familiar with Shapechange and Darkvision
[Optional] Gloves of Thievery (uncommon, no attunement) +5 to trap checks
Utility
Invisibility, Suggestion, Command, Locate Object, Misty Step, Silent Image at-will, Polymorph, Divination and Plane Shift
[Optional] Broom of Flying (uncommon, no attunement) flight that can be passed around
Build versatility and Font of Magic
Unlike the Wizard/Cleric/Bard/Druid you can reshuffle lower level slots through Spell Points and create slots that your party needs. You can Quicken and blow your top level slots in a nova, then rebalance your slots and do it again.
The core Coffeelock mechanic is to convert your short rest refreshing spell slots into persistent spell points, then again convert those into slots you need. Like the Psion of 3rd edition, you can think in terms of points to spend in the day, then keep the Sorcery Point Pool topped up for when you need to go nova. It only costs a bonus action to create the spell slot you need in the moment.
This guide is intended to show how a Divine Sorlock can be made to fill in all the roles a team needs, then use the selections below, which your team already covers, and use them for doing better at jobs you like.
Sorcerers and the action economy
Baseline
Characters normally only get 1 action, an bonus action, a reaction, and a move. Powerful spells and most long running spells require ones concentration. Normally the caster can cast a single spell on their turn only maintain a single concentration spell for the encounter and are balanced with this in mind.
Quicken
A 3rd level Sorcerer gets 2 Metamagic options. Quicken lets you spend 2 spell points to cast a spell as a bonus action. Note that the main action cant be used to cast another spell, except for a Cantrip. Thankfully Sorlocks dip Warlock for the amazing Eldritch Blast and Booming Blade. But the real benefit is to frontload actions at the beginning of battle, effectively letting you strike/defend and control in the same round.
Levitate
Normally a creature gets a save every round to shrug off the effects of a spell, gains advantage when damaged, or breaks free entirely. Levitate only has 1 save and you can keep the target aloft for 10 minutes, long enough for most any ranged attack to use them as a clay pigeon on easy mode.
The drawback is that (1) a Huge creature easily weighs more than the 500 lb limit, (2) a low ceiling lets them climb down, and (3) ineffective/helpful on casters/archers. But when the target fails, as long as you keep your concentration, youve single handedly removed them from the fight.
Cast on an ally lets you lift them out of danger.
Uber Levitate
Levitating 2 squishies
Given that most parties have 1-2 frontline fighters and 1-2 squishies, lifting both squishies frees the defender from the worry of taking care of them. This lasts 10 minutes, long enough to last a few adjacent encounters, when you need to stretch your slots.
Levitating 2 heavy hitters
Levitate targets Con, which is often high, especially in monsters that lack a ranged attack. Having 2 chances means youre likely to accomplish something.
Greater Invisibility
A note about attacking while invisible: When you attack you give away your location, but remain unseen. Attackers dont have to guess the square you attacked from, theyd just have disadvantage attacking you if youre still there. Best to move after you attack, and high tail it if they smart up and ready an attack.
Here are some great ways to use Greater Invisibility
Turn the rogue into a defender with a mean bite if a foe provokes an opportunity attack while stuck in the open
Combine with Booming Blade and Warcaster to lock foes down. Your Booming Blades extra damage averages out to the same as sneak attack. Only tell your fellow player where you are to keep the DM hesitant on moving guys around.
Combine Warcaster, Whip, Eldritch Blast and Repelling Blast to protect the squishies when foes move past you to the squishies or simply be in the middle of the battlefield. Sadly Booming Blade wont work with a Whip.
Cast on 2 squishies who absolutely need their concentration this encounter
Haste
Not only is this a multithread spell but the synergy of 2 targets, say a fighter and rogue quickly getting into position, is great.
Striker: The rogue will love another chance to ensure Sneak Attack is done. If anyone on the team is using a Greatsword, then you inherit the extra DPR.
Buff: This is the definition of buff.
Healer: +2 AC and advantage on Dex saves like fireball mean less healing. Be careful with fighters that already have a high AC as it may unbalance their catch-22 (impossible to hit = more attacks on you).
Polymorph
Often this is used to turn someone into a T-Rex (Huge). A Sorcerer gets 2, which can wall off a battlefield rather than just make an avoidable danger zone. T-Rexes average 53 damage per round. Careful as the fighter likely deals more damage, so check beforehand. Casters would accept if they dont want to blow a slot that needs concentration; the T-Rex has horrible AC.
This also doubles as a preemptive and reactive healing spell. You preemptively give someone 136 temp HP. You can also reactively heal someone thats nearly dead, turning them into a threat rather than a risk.
Dangers with Darkness
A common strategy with Sorlocks is to cast Darkness yet have Devils sight. This will indeed give them protection and advantage for the cheap price of 2-3 spell points and their concentration. Sadly the drawbacks arent discussed.
Casting it on yourself and rushing into melee blinds both foe and ally alike. Not fun for anyone but you.
Casting it and hiding in a corner makes that corner a prime target for AoEs.
Monsters will likely start having true sight earlier than expected.
Your concentration slot could be used for so many other things.
Lift yourself from the shackles of the extra DPR you do with advantage, and imagine the extra DPR you could do through others.
Damage lens
Strikers, DPR and KPR
DPR
DPR (Damage Per Round) is a way of estimating ones damage given there is only a chance to hit/fail a save.
DPR = Chance to hit * Damage on a hit
Chance to hit = 1 - (AC - 1 - to hit bonus)/20
Damage on a hit = (min roll + max roll)/2 + bonuses
For example, if I have a +5 to hit an AC of 13 with 2d6+3 greatsword then
DPR = (1-(13-5-1)/20) * (2(1+6)/2 + 3)
DPR = (1-7/20) * (2*3.5 + 3)
DPR = 65% * 10 = 6.5 DPR
Advantage
Having advantage makes the chance to hit = 100% - not hitting both times = 1-((AC - to hit)/20)^2
Elven Accuracy can be approximated with 100% - not hitting three times = 1-((AC - to hit)/20)^3
Example
Ok, so lets say Im level 10, how do I calculate my DPR if I dont know what Im hitting? Here is where we introduce our first simplification:
monster AC = CR/3 + 12
This assumes youre going toe-to-toe with a monster with CR = your level. Since everyone is doing this were on equal footing.
KPR
If we not only assume a standard AC, but a standard HP for our appropriately leveled monster, then we can calculate the percent of his life we think we expect to deal each round. We call this Kills Per Round. Because it is a percentage of his life we can compare both low level and high level characters on the same ruler.
A KPR of 0.25 means you can expect to chew through 25% of a typical monsters HP for your level each round and is a baseline for strikers.
0.3 < KPR < 0.5
0.5 < KPR < 1.0
KPR > 1.0 is usually because you are doing a Nova AOE but positioning and resources rarely let you do this every round. When looking at spike damage you want this above 1.0 to either clear out lots of mooks or to take down the BBEG.
KPR = DPR / (14*CR +10)
Casters and spell slots
Casters have daily spell slots (except warlock). Sorcerers can use Font of Magic to reshuffle these resources and spend them on the most efficient spells for the job. While we cant calculate efficiency of utility and battlefield control spells, we can analyze blast spells and limit spells known to only the most efficient.
Damage per Spell Slot
Expand this list to see why we only have a couple damage spells. We pick the best bang for the buck, 1 for single target, another for AoE.
Ray of Sickness: 2d8 @60% to fail costing 2 spell points = 9*.6/2 = 2.7 DpSP (damage per spell point),9*0.6/(14*1+10) 0.14 KPR, 9*0.6=5.4 expected damage
Paladin Smite: 2d8 @ 100%(smite on hit) costing 2 spell points = 4.5 DpSP, +0.25 KPR, +9 dam
Burning Hands (2.25 targets): 2.25 targets * 3d6 @60% to fail costing 2 spell points = 9.1 DpSP, .48 KPR, 19 dam
Burning Hands with Dragon Soul (2.25 targets): 2.25 targets * 3d6 +3 @60% to fail costing 2 spell points = 12.2 DpSP, 0.61 KPR, 24.3 dam
Twin Firebolt: 2d10 @ 60% to hit costing 1 spell point = 10 DpSP, 0.56 KPR, 12.3 dam
Twin Eldritch Blast: 2d10@ 60% to hit costing 1 spell point = 6 DpSP, 0.56 KPR, 12.3 dam
Scorching Ray: 3*2d6 @ 60% to hit costing 3 spell point (2nd level slot) =6.2 DpSP, 0.32 KPR, 18.6 dam
Quickened Eldritch Blast(@5th) + Eldritch Blast + Agonizing Blast(AG): 6d6+2d10+2*cha @60% costing 5 Spell points = 16.7 DpSP, 0.42 KPR, 33 dam
Fireball(4 targets): 8d6@60% fail costing 5 SP = 17.1 DpSP, 1.28 KPR, 16.8 dam/target
Twinned Blight: 16d8 @60% fail costing 10 SP = 4.3 DpSP, 0.4 KPR, 21 dam/target
Quickened Scorching Ray + EB + AB + Hex + curse: 10d6 + 2d10+2*cha + 7*Prof + 7d6 @ 60% to hit costing 10 SP = 7.2 DpSP, 0.66 KPR, 72 dam single target
Quickened Eldritch Blast(@11th level) + Eldritch Blast + AB: 6d10@ 60% to hit costing 2 SP = 27.7 DpSP, 0.36 KPR, 55 dam single target
Disintegrate: 10d6+40@60% to fail costing 9 points = 5 DpSP, 0.3 KPR, 45 dam
Twin Disintegrate: 20d6+80@60% to fail costing 15 points = 6 DpSP, 0.6 KPR, 90 dam
Quickened Chain Lightning + EB + AB: 4(10d8)+2d10+2*cha@ 60% to hit costing 11 points = 15.6 DpSP, 1.13 KPR, 171 dam tot
Quickened Chain Lightning(7th level slot) + EB + AB: 5(10d8)+2d10+2*cha@ 60% to hit costing 13 points = 16 DpSP, 1.17 KPR, 207 dam tot
Finger of Death: 7d8+30@60% to fail costing 11 points = 5 DpSP, 0.32 KPR, 57 dam
Twinned Finger of Death: 14d8+60@60% to fail costing 18 points = 4.8 DpSP, 0.48 KPR, 86 dam
Quickened Eldritch Blast(17th level) + Eldritch Blast + AB + curse w/ advantage: 8d10+8*5+8*6 @88% to hit = 58 DpSP, 0.43 KPR, 116 dam
Thoughts on examples
We see that Eldritch blast at 5th level (Sorcerer 3/Warlock 2) rocks 16.7 DpSP meaning that at level 5 and 5 encounters and 5 rounds each you could theoretically deal = 802 damage total. Amazing longevity, but we need to couple this with options that front load damage (high KPR) especially at the levels just prior to 5, 11, 17.
Fireball shines as wonderfully in both the DpSP and KPR arenas. It scales absolutely horribly, so we need to find something with high KPR till we get Chain Lightning, which scales the best of all spells +10d8 / slot. Vitriolic Sphere(17 DpSP,1.1 KPR) and Cone of Cold(16 DpSP, 1.1 KPR) are the best candidates but are AoE rather than single target. To get near those numbers for single-target we have to do an upleveled Scorching Ray with Hexblades curse and Warlocks Hex. This gives us a respectable 0.66 KPR at the cost of a mediocre 7.2 DpSP.
If we imagine a sorcerer somehow capable of casting Twinned Finger of Death every round (86 damage) it is worse than a bit of preparation(hex+curse) and using the Eldritch Blast cantrip (116 dam) which can be focused or spread out. This shows me that Hexblade + quicken checks off the striker role for almost all levels.
The Sorlock can rely on Eldritch Blast for Single Target past level 5, and follow this progression for AoE
Dragons Breath -> Fireball -> Synaptic Static -> Chain Lightning
Feel free to skip over 2 of these if youre starving for spell swaps.
Buffers
Can we convert Bless into added KPR? Yes. If you know the stats for the melee/ranged characters in your group calculate KPR before and after Bless. This is your KPR. Do the same for Haste and Advantage from Greater Invisibility. Command is even a DPR spell as they provoke Opportunity Attacks when Fleeing.
If we assume 2 targets are using attacks we get the following
Bless: +2.5 to hit means 0.125/0.6 * Original KPR = added KPR / target
Haste/Command(Flee): Calculate single attack DPR / HP = added KPR / target
Invisibility: Advantage (60% -> 84%) means 0.24 / .6 * Original KPR = added KPR / target
Defender, a specialized battlefield controller
5th edition has opened the doors of the defender role to anyone with an attack, then lets you combine elements to suit your style rather than forcing some opinion.
Tools to be a defender
Opportunity attacks let you be sticky enabling a frontline fighter to literally hold the line
[Optional DM rule] Mark (https://5e.tools/variantrules.html#action%20options_dmg): As part of an attack you can mark a foe. Opportunity attacks are made with advantage and your Reaction isnt spent but are still limited to one Opportunity Attack per turn.
This somewhat breaks the action economy but enables a defender to incentivise engaged foes to stay put.
Sentinel feat: (http://dnd5ed.wikidot.com/feat:sentinel) If you hit with your opportunity attack they have to stay put. Disengaging doesnt work. Attacking another ally lets you react with an attack
High AC/Shrugging off damage: To provide proper catch-22s the monster must pick between high risk-high reward or low risk-low reward. Risk eating an opportunity attack but get a swipe at the squishies, or try to hit the tank (high AC or can mitigate damage easily).
Challenges
Ranged attacks (Eldritch blast) suffer disadvantage when next to a hostile creature that can see you
At high levels a single melee attack becomes a small tax to pay to get away from the defender and squish the squishies. Defenders must either have a nastier bite (eg. Sneak Attack), or have hard control (eg. Sentinel).
You have a single Reaction action. Once spent there is no risk waltzing away from you.
If your AC is impossibly high the monster may find attacking a squishy worth eating an opportunity attack
How a Sorlock defends
Greater Invisibility lets you do the following
Eldritch Blast with advantage as monsters, even adjacent ones, cant see you
See below for using Warcaster
Wield a Whip and use Eldritch Blast instead of Booming Blade so your opportunity attacks cover a larger area. Placing yourself between enemies and a squishy so when a monastery passes by you they provoke before getting to your friend. Repelling Blast can push them so far out they lose a turn.
Twin Booming Blade to lock down 2 goes. Quicken a third Booming Blade
Combine with Quicken Eldritch Blast to push them away from attacking you yet still worried about moving.
Warcaster lets you attack with Booming Blade, sheathing them in the field. Up to the DM if the creature can cancel their move. The Sentinel feat implies the secondary damage will always get triggered. If the DM agrees then switch to the next approach.
Comparing the extra damage from Booming Blade to Sneak Attack one finds they average to the same over 1-20 levels.
Repelling Blast lets each Eldritch Blast ray push 10, potentially freeing up an ally to move and attack.
Suggestion on the BBEG to command all his troops to pull off the squishies and dogpile the tank. If the tank fails to hold the line, convince someone in authority to control his army the way you want.
Command the BBEG to Regroup to similar effects.
Be on the lookout for a +1/+2/+3 Shield (no attunement).
Tank damage with Absorb Elements. Recall it lasts a whole round and works on Bludgeoning, Slashing and so forth, not just elemental damage.
Arms of Hadar: Large 25x25 area. A failed save means no Opportunity Attacks, making it easier to regroup the team.
[Optional] Staff of the Python: Huge size + 10 reach = more frontline controlled. The Constrict attack (usable as opportunity attack at 5) bestows the Grappled condition on hit, no check needed. It takes an action to free oneself from an OK DC, but an action spent is an attack not made.
Sleet Storm to keep foes coming at a trickle rather than a wave.
Creating chokepoints
Coordinating with other casters to duplicate their battlefield control spells with Silent Image and create chokepoints. Eg. grease, web, flaming sphere
Minor Illusion(Maximillian's earthen grasp) to steer foes into chokepoint. Recall no concentration.
Some drawbacks if you end up needing to fill this role
Either Strike or Defend
Because you have disadvantage on ranged attacks, unless you are invisible, you are sacrificing your ability to Eldritch Blast a foe for being a Defender. The only way to get out of it is by forcing Booming Blade and hoping it kills them before they get an attack on those you are defending.
Maintaining Concentration
Each hit results in damage, which is a concentration save (DC = max(10, damage/2)). This is one of the few times that bonuses scaled for damage and HP cross into the the bounded accuracy system (AC, Saves..) where those bonuses wreak havoc. 1/2ing helps but at high levels a few monsters can give you impossibly high DCs. Warcaster gives you Advantage which you desperately need for the majority of attacks. The table below shows your chances of making various DCs with advantage.
Bonus
DC 10
DC 14
DC 18
DC 22
DC26
2
84%
64%
36%
0%
0%
4
91%
75%
51%
19%
0%
6
96%
84%
64%
36%
0%
8
99%
91%
75%
51%
19%
10
100%
96%
84%
64%
36%
12
100%
99%
91%
75%
51%
14
100%
100%
96%
84%
64%
16
100%
100%
99%
91%
75%
18
100%
100%
100%
96%
84%
20
100%
100%
100%
99%
91%
Be on the watchout for heavy hitters that deal their damage in 1 attack. You have a fair chance of handling 2 hard hits, but no chance of making a single super heavy hit.
For these reasons we stack multiple layers to not get hit, and reduce the damage when hit.
Shield: It does cost your Reaction and threat of an opportunity attack, but youve succeeded in them targeting you instead of your ally. On the upside, +5 AC for the rest of the round makes you nigh impossible to hit.
Counterspell: Spells bypass your DC, so stop the fireball before it happens.
Mirror Image: Dont use these against a horde or an artillery of archers as each hit chews through the supply of 3 images. But it is great against spellcasters as a fear/charm effect might target them and be ignored yet not pop the image unless the spell deals damage.
Warcaster: Advantage on concentration saves is amazing
Sorcerers Proficiency in Constitution as advantage can only take you so far when a really heavy hitter shows up.
Absorb Elements: This doesnt need to be used against an elemental attack. Any incoming damage can be halved. When facing mooks that use the same weapon, you can half each damage roll.
Favored by the Gods: once per short rest. No reaction so it can be used with Shield/Absorb Elements. Also can be used when you find you just barely missed the DC.
Yuan-ti has immunity to Poison, the 2nd most common element of damage monsters deal.
Yuan-ti has magic resistance: Magic spells/effects deal lots of damage once. While you may not be able to concentrate if you fail, you want those fails to be rare.
[Optional] Adamantine armor: Most monster damage is in the damage roll, not static bonuses. Crits can kill your concentration.
Breaking down the Healer role
Contribute to the Battle proactively
Prevent Death by reviving fallen allies
Aid in recovery after battles by offsetting damage
Contribute to the Battle Proactively
Youre not a Life Cleric and cant keep everyone topped up. Monster damage just out paces anyones healing potential. Instead focus on ending the battle sooner so monsters deal less damage in the first place.
Focus on offense, and if that fails fall back on Healing Word. Plan on succeeding with the minimal failsafe possible to catch you if you fall. More specifically, only allocate 1-2 spells known on HP healing, Healing word and Raise Dead/Resurrection.
Aid in recovery after battles by offsetting damage
Inspiring Leader
If your days are short then ones max HP determines when they must tap out. Temp HP can therefore be likened to extra Con, a hair above +2 Con to be precise. As it's free HP, this gives people incentive to be more risky.
Healer
Similar to Inspiring leader as it offsets more damage the more short rests you have. This one is like having 3-4 extra hit dice. If there is already someone on the team with one of these feats you can easily take the other. The spell slots are likely the first to be spent before the hit dice.
Preventing death by reviving fallen allies
In combat
It is a trap trying to heal damage monsters do during combat. Heal spells simply dont do enough, and you dont have the slots and actions. Unless there is a life cleric in your group dont expect anyone to get topped up.
Healing Word: Cleric, Bard and Druid and you get this spell. Bonus action mostly used when someone goes down. 0 HP is the lowest you can go. All damage taken past this doesnt need to be healed. The hardest part is convincing others that you got their back and to throw caution to the wind.
Polymorph: For the cost of a 4th level spell you not only can save someone dangerously low on HP, and likely not concentrating on anything, into a giant T-Rex with 136 temp HP.
Aid: The boost in HP max stacks with Inspiring Leader. Healer now has a higher level to heal to.
Revivify: Dont get this. Your spells known are stretched thin as it is. Plan for success. Twin Healing word/Polymorph if there is a TPK imminent.
Cure Wounds/Mass Cure Wounds: Dont ever select these spells. You dont want to top people up. Ofsetting HP damage is best done with Healer/Inspiring Leader
Summons: While you dont get good summons like the Druid does, if you can get a Staff of Python (uncommon) this is better in most ways. You can keep the Giant Constricting Snake (size:Huge) around after a fight and into the next, so it benefits from Inspiring Leader. This boosts its HP from 60 -> 64 HP - 82 HP. A minor action reverts it back to a staff and resets all damage. Just redeploy. Do this rarely so your DM doesnt focus on killing it.
Death comes to all
Raise Dead: If you have a Bard or Cleric try to get them to prepare this instead of you, but you can if needs be.
Preemptive Healing with Battlefield Control
Command, Levitate, Sleet Storm are pure control spells, but they do prevent damage before they happen. This kind of preemptive healing often goes unnoticed.
Summons like Staff of the Python and Animate Objects can take damage you ignore.
Removing Conditions
Lesser/Greater Restoration are beautiful in a Sorcerers hands as they can be twinned. The nasty effects are often imposed on the party as a whole. Double the turnaround time with Twin.
If there is a Paladin in the party immediately drop these known spells despite his Lay on Hands being slightly weaker. Your known spell slots are spread thin as it is.
Master Manipulator
Illusions
Primary reading: The Illusionists Guide to Reality (https://www.enworld.org/threads/the-illusionists-guide-to-reality.652620/)
To help the DM, add the intent and your justification for why the viewers would likely react.
I am creating this acid pit to create a chokepoint. This should work because we are in combat and the monsters are too busy to investigate the illusion.
Illusions have no save!?!?
Unlike spells that have the target make a save, the monsters must either see the illusion break, or take an action to do an Investigation check using their Intelligence, a common Dump Stat. Thus you get a high score and Proficiency, and potentially Hex debuffing them, and they only get a dump stat's modifier. You only get better as you level.
Why a pool of lava/crate isnt a good idea
The closer to reality you are the more believable it is. There is no "summon lava" spell, especially at low levels. Imitate Mold Earth instead, inform the DM that the foes see the earth spring up with a head poking out the top and keep your DM guessing which spell you used.
The crate in the middle of the battlefield seems out of place, and odd to appear mid-battle.
Minor Illusion in combat
Maximillian's earthen grasp protects 15 square
Flaming Sphere protects 15 square
Fake Mold Earths mound of dirt, make the DM second guess your cantrips.
Fake BBEG's voice, "Fall Back!!", see Peter Pan quoting Hook, to group them for AoE.
"Fireball Incoming!!!"
"Encircle the master!!" Preparing for some AoE
Guardian of Faith
Silent Image imitating spells
Silent Image: Arms of Hadar/Evard's Black Tentacles
Silent Image: Entangle
Silent Image: Grease
Minor Illusion out of combat
Image of the Macguffin you are trying to retrieve, then distract and take the real one
Distract guards with sounds of a fight
Pile of gold to lure goblins out
Dead Termites covering a rotten bridge on a rope bridge
Make a wanted poster of town villain
Controlling choices
Suggestion
I suggest you surrender to save your life.
Your buddy there has been planning to let you die and take your stuff. You better throw him under the bus before he throws you.
Command in combat
Betray/Revolt/Defect/Desert/Coup
Regroup
Burp/Belch (on a dragon)
Fall/Trip
Flee/Sprint/Dash
Cower
Dismiss/Abort/Cancel/Juggle (lose concentration, spells specify 'Dismiss' as an option)
Undress/Strip (includes dropping weapon, shield, belt w/ component pouch, refrain from running)
Approach
Stop/Drop(See Undress instead)
Grovel
Halt
Blaspheme/Apostatize (on a paladin/cleric)
Tantrum
Charge
Command out of combat
(Note, the target doesnt have to hear you, nor are you charming them.) (Also note, these are transitive verbs in case you want to find others. Here is a big list)
Commands above
Monologue/Sing
Defecate
Dance/Salsa/Tango/Spin/Frolic/Prance
Confess(bypass zone of truth, DM may confess squat)
Cooperate/Capitulate
Scream
Pardon
Believe
Relent
Cheat
Eat/Drink (after poisoning their food)
Overpay/Undercharge
Feats
Inspiring Leader: As mentioned in the Healer section, this shines if your team has short days. Max HP matters more than Hit Dice in those cases. This is equivalent to +2 con for the party.
Healer: Can heal more overall HP than Inspiring Leader, but does so reactively. Depending on the number of short rests this is equivalent to an extra +3-5 extra Hit Dice on long days.
Warcaster: Combine with Greater Invisibility, Whip and Eldritch Blast to make a great defender. If no Whip then use Booming Blade. You need the Advantage if you plan on being in melee.
Cha+2: Agonizing Blast multiplies the damage from higher Cha. If you focus on Buffing this may not be as important.
Alert: Hand out those Buffs on round 1. See if you can get a Sentinel Shield before taking this feat though.
Introduction
Google doc link (https://docs.google.com/document/d/1VB-gvg4jFHw9Ve7NPO8p0vx9NDlxvveASu-_3edbORw/edit?usp=sharing) to this guide with better formatting
You likely know about the Coffeelock (https://forums.giantitp.com/showthread.php?542964-Can-someone-please-explain-the-%91coffeelock%92-to-me). Xanathar's Guide to Everything gave us the Hexblade and Divine Soul.
This multiclass opens for many amazing builds like
THE NAMELESS KING (https://www.enworld.org/threads/optimization-the-nameless-king-the-wizards-nightmare-last-boss.602665/)
The Tormented Divine Soul (https://www.enworld.org/threads/guide-the-sorlock-%E2%80%93-guide-to-the-tormented-divine-soul-with-xanathars-divine-soul-17-hexblade-3.596310/)
My own better Aberrant Mind Sorlock: A Renaissance Man (https://forums.giantitp.com/showthread.php?625704-Aberrant-Mind-Sorlock-A-Renaissance-Man)
This build aims to go beyond a Jack of all trades, and be capable of filling a laundry list of jobs and shining in 4 major in and out of combat roles. Use as a base to fill in any role the team is missing.
Know your Roles
Building off of Treantmonks God wizards guide (https://docs.google.com/document/d/1IeOXWvbkmQ3nEyM2P3lS8TU4rsK6QJP0oH7HE_v67QY/edit) I start off with the roles. Ill later dive deeper into analysis of each role and how to approach them using a Sorlock.
In Combat
Methods vs Roles of combat
D&D grew up on 4 main stereotypical classes that developed into their own roles: The fighting-man, the magic-user, the thief, and the cleric. Weve come a long way since then but people generally approach combat primarily in one or two of these ways:
Ranged Single Attacks
AoE damage
Support/Buff
Battlefield Control
Melee
Being sticky and/or drawing fire
BSF vs. Defender
Both Defenders and Big Stupid Fighters will rush into the fray.
A Big Stupid Fighter tries to force the BBEG and mooks to hit him instead of his allies, drawing their fire away. His HP needs to be patched up after every fight if not healed from dropping to 0.
A Defender, however, is a specialized battlefield controller, expert in forcing a catch-22: Attack him with little impact, or try and attack others at great cost.
Glass Cannon vs. Striker
Both Glass Cannons and Strikers know how to nova and delete the largest threat.
A Glass Cannon has maximized damage without minimizing their weak points.
A Striker recognizes diminishing returns, how to delete and stay alive to tell the tale.
Healbot vs. Leader
Both the Healbot and Leader keep the team alive often helping on the front lines.
The Healbot wastes his actions and spells unsuccessfully compensating for damage dealt.
The Leader wields his troops, sharpens them with buffs, creates openings, widens weaknesses, and deals with damage at appropriate times.
Blaster vs. Battlefield Controller
Both the Blaster and Battlefield Controller have tricks to deal with a horde of mooks.
The Blaster has 101 ways of blasting, but are frustrated when total HP isnt spread into ½ CR chunks or allies are in the way.
The Battlefield Controller masters his spell list to frustrate the DMs plans and alter reality until he sees victory.
Out of Combat
Face
Almost every class has one social skill available. Enchantment spells help. Creativity can also be channeled through Illusion.
Scout
Some want to scout the enemy numbers, find ambushes, and deal with the traps. Be careful or you turn into a corpse instead.
Healbot
Bottom line is in-combat healing cant keep up with monster damage. You only get ½ of your Hit Dice after a long rest. 2 feats exist to nearly double the healing on those long days: Inspiring Leader and Healer.
The other thing healers do out of combat is healing status effects like poisoned, disease, HP drained and even death.
Utility
Transport, Divining, Illusions, Invisibility, Flight. With as few known spells as you have, youll want to choose carefully, but thankfully well have both the sorcerer and cleric spell list to cherry pick from. With as much overlap between Wizard - Sorcerer - Bard - Cleric, you are likely to have these bases covered. This will lift the burden from the other caster from needing to have so many utility spells prepared.
Short Summary
Striker
Hexblade curse, Agonizing Blast and Hex/Greater Invisibility, Repelling blast into/out of danger
It out-damages a greatsword GWM fighter at all levels after first, except level 5 where he gets Extra Attack while we are 70% as good. (See Level 5 details for calculations)
6-8 encounter days: Twin Dragon's Breath
Attack plan @5th: Twin Inflict Wounds then Quickening Scorching Ray and Eldritch Blast
Attack plan @11th: Concentrate on Twin Holy Weapon/Polymorph with Quickened Cone of Cold and Eldritch Blast actions
Attack Plan @17th: Same but using Chain Lightning for multi-target attacks instead
Increase team damage output through twinning Command(Flee to provoke OA), Holy Weapon, Greater Invisibility, Haste, and Polymorph
Battlefield Control/Buff/Debuff
Maintain Concentration with Constitution prof, Magical Resistance(advantage on saves vs. magic), Poison Immunity, Favored by the Gods(+2d4 to first save), Shield spell, a normal Shield, Medium Armor, Warcaster, Absorb Elements)
Sleet Storm
Silent Image at-will
Twinning Command, Levitate, Holy Weapon, Greater Invisibility (Booming Blade+warcaster), Polymorph (2x T-Rexes)
Invisible Imp familiar to Aid
[Optional] Staff of the Python(uncommon), Huge Creature with reach, 65-83 HP, hits grapple requiring action to get free. Can revert as bonus action to reset HP.
Defender
Greater Invisibility + warcaster + Booming Blade (Adds 0.12 KPR on average, same as a Sneak Attack)
Sleet Storm
Good AC and resilient to magic attacks (see concentration helpers above)
Immune to Poison, the 2nd most common elemental damage type
[Optional] Staff of the Python(uncommon): See Python above.
Healer
Healer or Inspiring leader for free HP per short rest
Healing Word -> Heal, Raise Dead
Preemptive healing with Greater Invisibility, Polymorph temp HP, Hastes +2 AC, action denial with Twin Command
Twin Lesser/Greater Restoration
Face
High Charisma
Intimidation/Persuasion
Guidance, Command, Suggestion
Minor Illusion + Hex for disadvantage vs. investigation checks on Illusions.
Scout
Mage hand for triggering simple traps
Invisible Imp Familiar with Shapechange and Darkvision
[Optional] Gloves of Thievery (uncommon, no attunement) +5 to trap checks
Utility
Invisibility, Suggestion, Command, Locate Object, Misty Step, Silent Image at-will, Polymorph, Divination and Plane Shift
[Optional] Broom of Flying (uncommon, no attunement) flight that can be passed around
Build versatility and Font of Magic
Unlike the Wizard/Cleric/Bard/Druid you can reshuffle lower level slots through Spell Points and create slots that your party needs. You can Quicken and blow your top level slots in a nova, then rebalance your slots and do it again.
The core Coffeelock mechanic is to convert your short rest refreshing spell slots into persistent spell points, then again convert those into slots you need. Like the Psion of 3rd edition, you can think in terms of points to spend in the day, then keep the Sorcery Point Pool topped up for when you need to go nova. It only costs a bonus action to create the spell slot you need in the moment.
This guide is intended to show how a Divine Sorlock can be made to fill in all the roles a team needs, then use the selections below, which your team already covers, and use them for doing better at jobs you like.
Sorcerers and the action economy
Baseline
Characters normally only get 1 action, an bonus action, a reaction, and a move. Powerful spells and most long running spells require ones concentration. Normally the caster can cast a single spell on their turn only maintain a single concentration spell for the encounter and are balanced with this in mind.
Quicken
A 3rd level Sorcerer gets 2 Metamagic options. Quicken lets you spend 2 spell points to cast a spell as a bonus action. Note that the main action cant be used to cast another spell, except for a Cantrip. Thankfully Sorlocks dip Warlock for the amazing Eldritch Blast and Booming Blade. But the real benefit is to frontload actions at the beginning of battle, effectively letting you strike/defend and control in the same round.
Levitate
Normally a creature gets a save every round to shrug off the effects of a spell, gains advantage when damaged, or breaks free entirely. Levitate only has 1 save and you can keep the target aloft for 10 minutes, long enough for most any ranged attack to use them as a clay pigeon on easy mode.
The drawback is that (1) a Huge creature easily weighs more than the 500 lb limit, (2) a low ceiling lets them climb down, and (3) ineffective/helpful on casters/archers. But when the target fails, as long as you keep your concentration, youve single handedly removed them from the fight.
Cast on an ally lets you lift them out of danger.
Uber Levitate
Levitating 2 squishies
Given that most parties have 1-2 frontline fighters and 1-2 squishies, lifting both squishies frees the defender from the worry of taking care of them. This lasts 10 minutes, long enough to last a few adjacent encounters, when you need to stretch your slots.
Levitating 2 heavy hitters
Levitate targets Con, which is often high, especially in monsters that lack a ranged attack. Having 2 chances means youre likely to accomplish something.
Greater Invisibility
A note about attacking while invisible: When you attack you give away your location, but remain unseen. Attackers dont have to guess the square you attacked from, theyd just have disadvantage attacking you if youre still there. Best to move after you attack, and high tail it if they smart up and ready an attack.
Here are some great ways to use Greater Invisibility
Turn the rogue into a defender with a mean bite if a foe provokes an opportunity attack while stuck in the open
Combine with Booming Blade and Warcaster to lock foes down. Your Booming Blades extra damage averages out to the same as sneak attack. Only tell your fellow player where you are to keep the DM hesitant on moving guys around.
Combine Warcaster, Whip, Eldritch Blast and Repelling Blast to protect the squishies when foes move past you to the squishies or simply be in the middle of the battlefield. Sadly Booming Blade wont work with a Whip.
Cast on 2 squishies who absolutely need their concentration this encounter
Haste
Not only is this a multithread spell but the synergy of 2 targets, say a fighter and rogue quickly getting into position, is great.
Striker: The rogue will love another chance to ensure Sneak Attack is done. If anyone on the team is using a Greatsword, then you inherit the extra DPR.
Buff: This is the definition of buff.
Healer: +2 AC and advantage on Dex saves like fireball mean less healing. Be careful with fighters that already have a high AC as it may unbalance their catch-22 (impossible to hit = more attacks on you).
Polymorph
Often this is used to turn someone into a T-Rex (Huge). A Sorcerer gets 2, which can wall off a battlefield rather than just make an avoidable danger zone. T-Rexes average 53 damage per round. Careful as the fighter likely deals more damage, so check beforehand. Casters would accept if they dont want to blow a slot that needs concentration; the T-Rex has horrible AC.
This also doubles as a preemptive and reactive healing spell. You preemptively give someone 136 temp HP. You can also reactively heal someone thats nearly dead, turning them into a threat rather than a risk.
Dangers with Darkness
A common strategy with Sorlocks is to cast Darkness yet have Devils sight. This will indeed give them protection and advantage for the cheap price of 2-3 spell points and their concentration. Sadly the drawbacks arent discussed.
Casting it on yourself and rushing into melee blinds both foe and ally alike. Not fun for anyone but you.
Casting it and hiding in a corner makes that corner a prime target for AoEs.
Monsters will likely start having true sight earlier than expected.
Your concentration slot could be used for so many other things.
Lift yourself from the shackles of the extra DPR you do with advantage, and imagine the extra DPR you could do through others.
Damage lens
Strikers, DPR and KPR
DPR
DPR (Damage Per Round) is a way of estimating ones damage given there is only a chance to hit/fail a save.
DPR = Chance to hit * Damage on a hit
Chance to hit = 1 - (AC - 1 - to hit bonus)/20
Damage on a hit = (min roll + max roll)/2 + bonuses
For example, if I have a +5 to hit an AC of 13 with 2d6+3 greatsword then
DPR = (1-(13-5-1)/20) * (2(1+6)/2 + 3)
DPR = (1-7/20) * (2*3.5 + 3)
DPR = 65% * 10 = 6.5 DPR
Advantage
Having advantage makes the chance to hit = 100% - not hitting both times = 1-((AC - to hit)/20)^2
Elven Accuracy can be approximated with 100% - not hitting three times = 1-((AC - to hit)/20)^3
Example
Ok, so lets say Im level 10, how do I calculate my DPR if I dont know what Im hitting? Here is where we introduce our first simplification:
monster AC = CR/3 + 12
This assumes youre going toe-to-toe with a monster with CR = your level. Since everyone is doing this were on equal footing.
KPR
If we not only assume a standard AC, but a standard HP for our appropriately leveled monster, then we can calculate the percent of his life we think we expect to deal each round. We call this Kills Per Round. Because it is a percentage of his life we can compare both low level and high level characters on the same ruler.
A KPR of 0.25 means you can expect to chew through 25% of a typical monsters HP for your level each round and is a baseline for strikers.
0.3 < KPR < 0.5
0.5 < KPR < 1.0
KPR > 1.0 is usually because you are doing a Nova AOE but positioning and resources rarely let you do this every round. When looking at spike damage you want this above 1.0 to either clear out lots of mooks or to take down the BBEG.
KPR = DPR / (14*CR +10)
Casters and spell slots
Casters have daily spell slots (except warlock). Sorcerers can use Font of Magic to reshuffle these resources and spend them on the most efficient spells for the job. While we cant calculate efficiency of utility and battlefield control spells, we can analyze blast spells and limit spells known to only the most efficient.
Damage per Spell Slot
Expand this list to see why we only have a couple damage spells. We pick the best bang for the buck, 1 for single target, another for AoE.
Ray of Sickness: 2d8 @60% to fail costing 2 spell points = 9*.6/2 = 2.7 DpSP (damage per spell point),9*0.6/(14*1+10) 0.14 KPR, 9*0.6=5.4 expected damage
Paladin Smite: 2d8 @ 100%(smite on hit) costing 2 spell points = 4.5 DpSP, +0.25 KPR, +9 dam
Burning Hands (2.25 targets): 2.25 targets * 3d6 @60% to fail costing 2 spell points = 9.1 DpSP, .48 KPR, 19 dam
Burning Hands with Dragon Soul (2.25 targets): 2.25 targets * 3d6 +3 @60% to fail costing 2 spell points = 12.2 DpSP, 0.61 KPR, 24.3 dam
Twin Firebolt: 2d10 @ 60% to hit costing 1 spell point = 10 DpSP, 0.56 KPR, 12.3 dam
Twin Eldritch Blast: 2d10@ 60% to hit costing 1 spell point = 6 DpSP, 0.56 KPR, 12.3 dam
Scorching Ray: 3*2d6 @ 60% to hit costing 3 spell point (2nd level slot) =6.2 DpSP, 0.32 KPR, 18.6 dam
Quickened Eldritch Blast(@5th) + Eldritch Blast + Agonizing Blast(AG): 6d6+2d10+2*cha @60% costing 5 Spell points = 16.7 DpSP, 0.42 KPR, 33 dam
Fireball(4 targets): 8d6@60% fail costing 5 SP = 17.1 DpSP, 1.28 KPR, 16.8 dam/target
Twinned Blight: 16d8 @60% fail costing 10 SP = 4.3 DpSP, 0.4 KPR, 21 dam/target
Quickened Scorching Ray + EB + AB + Hex + curse: 10d6 + 2d10+2*cha + 7*Prof + 7d6 @ 60% to hit costing 10 SP = 7.2 DpSP, 0.66 KPR, 72 dam single target
Quickened Eldritch Blast(@11th level) + Eldritch Blast + AB: 6d10@ 60% to hit costing 2 SP = 27.7 DpSP, 0.36 KPR, 55 dam single target
Disintegrate: 10d6+40@60% to fail costing 9 points = 5 DpSP, 0.3 KPR, 45 dam
Twin Disintegrate: 20d6+80@60% to fail costing 15 points = 6 DpSP, 0.6 KPR, 90 dam
Quickened Chain Lightning + EB + AB: 4(10d8)+2d10+2*cha@ 60% to hit costing 11 points = 15.6 DpSP, 1.13 KPR, 171 dam tot
Quickened Chain Lightning(7th level slot) + EB + AB: 5(10d8)+2d10+2*cha@ 60% to hit costing 13 points = 16 DpSP, 1.17 KPR, 207 dam tot
Finger of Death: 7d8+30@60% to fail costing 11 points = 5 DpSP, 0.32 KPR, 57 dam
Twinned Finger of Death: 14d8+60@60% to fail costing 18 points = 4.8 DpSP, 0.48 KPR, 86 dam
Quickened Eldritch Blast(17th level) + Eldritch Blast + AB + curse w/ advantage: 8d10+8*5+8*6 @88% to hit = 58 DpSP, 0.43 KPR, 116 dam
Thoughts on examples
We see that Eldritch blast at 5th level (Sorcerer 3/Warlock 2) rocks 16.7 DpSP meaning that at level 5 and 5 encounters and 5 rounds each you could theoretically deal = 802 damage total. Amazing longevity, but we need to couple this with options that front load damage (high KPR) especially at the levels just prior to 5, 11, 17.
Fireball shines as wonderfully in both the DpSP and KPR arenas. It scales absolutely horribly, so we need to find something with high KPR till we get Chain Lightning, which scales the best of all spells +10d8 / slot. Vitriolic Sphere(17 DpSP,1.1 KPR) and Cone of Cold(16 DpSP, 1.1 KPR) are the best candidates but are AoE rather than single target. To get near those numbers for single-target we have to do an upleveled Scorching Ray with Hexblades curse and Warlocks Hex. This gives us a respectable 0.66 KPR at the cost of a mediocre 7.2 DpSP.
If we imagine a sorcerer somehow capable of casting Twinned Finger of Death every round (86 damage) it is worse than a bit of preparation(hex+curse) and using the Eldritch Blast cantrip (116 dam) which can be focused or spread out. This shows me that Hexblade + quicken checks off the striker role for almost all levels.
The Sorlock can rely on Eldritch Blast for Single Target past level 5, and follow this progression for AoE
Dragons Breath -> Fireball -> Synaptic Static -> Chain Lightning
Feel free to skip over 2 of these if youre starving for spell swaps.
Buffers
Can we convert Bless into added KPR? Yes. If you know the stats for the melee/ranged characters in your group calculate KPR before and after Bless. This is your KPR. Do the same for Haste and Advantage from Greater Invisibility. Command is even a DPR spell as they provoke Opportunity Attacks when Fleeing.
If we assume 2 targets are using attacks we get the following
Bless: +2.5 to hit means 0.125/0.6 * Original KPR = added KPR / target
Haste/Command(Flee): Calculate single attack DPR / HP = added KPR / target
Invisibility: Advantage (60% -> 84%) means 0.24 / .6 * Original KPR = added KPR / target
Defender, a specialized battlefield controller
5th edition has opened the doors of the defender role to anyone with an attack, then lets you combine elements to suit your style rather than forcing some opinion.
Tools to be a defender
Opportunity attacks let you be sticky enabling a frontline fighter to literally hold the line
[Optional DM rule] Mark (https://5e.tools/variantrules.html#action%20options_dmg): As part of an attack you can mark a foe. Opportunity attacks are made with advantage and your Reaction isnt spent but are still limited to one Opportunity Attack per turn.
This somewhat breaks the action economy but enables a defender to incentivise engaged foes to stay put.
Sentinel feat: (http://dnd5ed.wikidot.com/feat:sentinel) If you hit with your opportunity attack they have to stay put. Disengaging doesnt work. Attacking another ally lets you react with an attack
High AC/Shrugging off damage: To provide proper catch-22s the monster must pick between high risk-high reward or low risk-low reward. Risk eating an opportunity attack but get a swipe at the squishies, or try to hit the tank (high AC or can mitigate damage easily).
Challenges
Ranged attacks (Eldritch blast) suffer disadvantage when next to a hostile creature that can see you
At high levels a single melee attack becomes a small tax to pay to get away from the defender and squish the squishies. Defenders must either have a nastier bite (eg. Sneak Attack), or have hard control (eg. Sentinel).
You have a single Reaction action. Once spent there is no risk waltzing away from you.
If your AC is impossibly high the monster may find attacking a squishy worth eating an opportunity attack
How a Sorlock defends
Greater Invisibility lets you do the following
Eldritch Blast with advantage as monsters, even adjacent ones, cant see you
See below for using Warcaster
Wield a Whip and use Eldritch Blast instead of Booming Blade so your opportunity attacks cover a larger area. Placing yourself between enemies and a squishy so when a monastery passes by you they provoke before getting to your friend. Repelling Blast can push them so far out they lose a turn.
Twin Booming Blade to lock down 2 goes. Quicken a third Booming Blade
Combine with Quicken Eldritch Blast to push them away from attacking you yet still worried about moving.
Warcaster lets you attack with Booming Blade, sheathing them in the field. Up to the DM if the creature can cancel their move. The Sentinel feat implies the secondary damage will always get triggered. If the DM agrees then switch to the next approach.
Comparing the extra damage from Booming Blade to Sneak Attack one finds they average to the same over 1-20 levels.
Repelling Blast lets each Eldritch Blast ray push 10, potentially freeing up an ally to move and attack.
Suggestion on the BBEG to command all his troops to pull off the squishies and dogpile the tank. If the tank fails to hold the line, convince someone in authority to control his army the way you want.
Command the BBEG to Regroup to similar effects.
Be on the lookout for a +1/+2/+3 Shield (no attunement).
Tank damage with Absorb Elements. Recall it lasts a whole round and works on Bludgeoning, Slashing and so forth, not just elemental damage.
Arms of Hadar: Large 25x25 area. A failed save means no Opportunity Attacks, making it easier to regroup the team.
[Optional] Staff of the Python: Huge size + 10 reach = more frontline controlled. The Constrict attack (usable as opportunity attack at 5) bestows the Grappled condition on hit, no check needed. It takes an action to free oneself from an OK DC, but an action spent is an attack not made.
Sleet Storm to keep foes coming at a trickle rather than a wave.
Creating chokepoints
Coordinating with other casters to duplicate their battlefield control spells with Silent Image and create chokepoints. Eg. grease, web, flaming sphere
Minor Illusion(Maximillian's earthen grasp) to steer foes into chokepoint. Recall no concentration.
Some drawbacks if you end up needing to fill this role
Either Strike or Defend
Because you have disadvantage on ranged attacks, unless you are invisible, you are sacrificing your ability to Eldritch Blast a foe for being a Defender. The only way to get out of it is by forcing Booming Blade and hoping it kills them before they get an attack on those you are defending.
Maintaining Concentration
Each hit results in damage, which is a concentration save (DC = max(10, damage/2)). This is one of the few times that bonuses scaled for damage and HP cross into the the bounded accuracy system (AC, Saves..) where those bonuses wreak havoc. 1/2ing helps but at high levels a few monsters can give you impossibly high DCs. Warcaster gives you Advantage which you desperately need for the majority of attacks. The table below shows your chances of making various DCs with advantage.
Bonus
DC 10
DC 14
DC 18
DC 22
DC26
2
84%
64%
36%
0%
0%
4
91%
75%
51%
19%
0%
6
96%
84%
64%
36%
0%
8
99%
91%
75%
51%
19%
10
100%
96%
84%
64%
36%
12
100%
99%
91%
75%
51%
14
100%
100%
96%
84%
64%
16
100%
100%
99%
91%
75%
18
100%
100%
100%
96%
84%
20
100%
100%
100%
99%
91%
Be on the watchout for heavy hitters that deal their damage in 1 attack. You have a fair chance of handling 2 hard hits, but no chance of making a single super heavy hit.
For these reasons we stack multiple layers to not get hit, and reduce the damage when hit.
Shield: It does cost your Reaction and threat of an opportunity attack, but youve succeeded in them targeting you instead of your ally. On the upside, +5 AC for the rest of the round makes you nigh impossible to hit.
Counterspell: Spells bypass your DC, so stop the fireball before it happens.
Mirror Image: Dont use these against a horde or an artillery of archers as each hit chews through the supply of 3 images. But it is great against spellcasters as a fear/charm effect might target them and be ignored yet not pop the image unless the spell deals damage.
Warcaster: Advantage on concentration saves is amazing
Sorcerers Proficiency in Constitution as advantage can only take you so far when a really heavy hitter shows up.
Absorb Elements: This doesnt need to be used against an elemental attack. Any incoming damage can be halved. When facing mooks that use the same weapon, you can half each damage roll.
Favored by the Gods: once per short rest. No reaction so it can be used with Shield/Absorb Elements. Also can be used when you find you just barely missed the DC.
Yuan-ti has immunity to Poison, the 2nd most common element of damage monsters deal.
Yuan-ti has magic resistance: Magic spells/effects deal lots of damage once. While you may not be able to concentrate if you fail, you want those fails to be rare.
[Optional] Adamantine armor: Most monster damage is in the damage roll, not static bonuses. Crits can kill your concentration.
Breaking down the Healer role
Contribute to the Battle proactively
Prevent Death by reviving fallen allies
Aid in recovery after battles by offsetting damage
Contribute to the Battle Proactively
Youre not a Life Cleric and cant keep everyone topped up. Monster damage just out paces anyones healing potential. Instead focus on ending the battle sooner so monsters deal less damage in the first place.
Focus on offense, and if that fails fall back on Healing Word. Plan on succeeding with the minimal failsafe possible to catch you if you fall. More specifically, only allocate 1-2 spells known on HP healing, Healing word and Raise Dead/Resurrection.
Aid in recovery after battles by offsetting damage
Inspiring Leader
If your days are short then ones max HP determines when they must tap out. Temp HP can therefore be likened to extra Con, a hair above +2 Con to be precise. As it's free HP, this gives people incentive to be more risky.
Healer
Similar to Inspiring leader as it offsets more damage the more short rests you have. This one is like having 3-4 extra hit dice. If there is already someone on the team with one of these feats you can easily take the other. The spell slots are likely the first to be spent before the hit dice.
Preventing death by reviving fallen allies
In combat
It is a trap trying to heal damage monsters do during combat. Heal spells simply dont do enough, and you dont have the slots and actions. Unless there is a life cleric in your group dont expect anyone to get topped up.
Healing Word: Cleric, Bard and Druid and you get this spell. Bonus action mostly used when someone goes down. 0 HP is the lowest you can go. All damage taken past this doesnt need to be healed. The hardest part is convincing others that you got their back and to throw caution to the wind.
Polymorph: For the cost of a 4th level spell you not only can save someone dangerously low on HP, and likely not concentrating on anything, into a giant T-Rex with 136 temp HP.
Aid: The boost in HP max stacks with Inspiring Leader. Healer now has a higher level to heal to.
Revivify: Dont get this. Your spells known are stretched thin as it is. Plan for success. Twin Healing word/Polymorph if there is a TPK imminent.
Cure Wounds/Mass Cure Wounds: Dont ever select these spells. You dont want to top people up. Ofsetting HP damage is best done with Healer/Inspiring Leader
Summons: While you dont get good summons like the Druid does, if you can get a Staff of Python (uncommon) this is better in most ways. You can keep the Giant Constricting Snake (size:Huge) around after a fight and into the next, so it benefits from Inspiring Leader. This boosts its HP from 60 -> 64 HP - 82 HP. A minor action reverts it back to a staff and resets all damage. Just redeploy. Do this rarely so your DM doesnt focus on killing it.
Death comes to all
Raise Dead: If you have a Bard or Cleric try to get them to prepare this instead of you, but you can if needs be.
Preemptive Healing with Battlefield Control
Command, Levitate, Sleet Storm are pure control spells, but they do prevent damage before they happen. This kind of preemptive healing often goes unnoticed.
Summons like Staff of the Python and Animate Objects can take damage you ignore.
Removing Conditions
Lesser/Greater Restoration are beautiful in a Sorcerers hands as they can be twinned. The nasty effects are often imposed on the party as a whole. Double the turnaround time with Twin.
If there is a Paladin in the party immediately drop these known spells despite his Lay on Hands being slightly weaker. Your known spell slots are spread thin as it is.
Master Manipulator
Illusions
Primary reading: The Illusionists Guide to Reality (https://www.enworld.org/threads/the-illusionists-guide-to-reality.652620/)
To help the DM, add the intent and your justification for why the viewers would likely react.
I am creating this acid pit to create a chokepoint. This should work because we are in combat and the monsters are too busy to investigate the illusion.
Illusions have no save!?!?
Unlike spells that have the target make a save, the monsters must either see the illusion break, or take an action to do an Investigation check using their Intelligence, a common Dump Stat. Thus you get a high score and Proficiency, and potentially Hex debuffing them, and they only get a dump stat's modifier. You only get better as you level.
Why a pool of lava/crate isnt a good idea
The closer to reality you are the more believable it is. There is no "summon lava" spell, especially at low levels. Imitate Mold Earth instead, inform the DM that the foes see the earth spring up with a head poking out the top and keep your DM guessing which spell you used.
The crate in the middle of the battlefield seems out of place, and odd to appear mid-battle.
Minor Illusion in combat
Maximillian's earthen grasp protects 15 square
Flaming Sphere protects 15 square
Fake Mold Earths mound of dirt, make the DM second guess your cantrips.
Fake BBEG's voice, "Fall Back!!", see Peter Pan quoting Hook, to group them for AoE.
"Fireball Incoming!!!"
"Encircle the master!!" Preparing for some AoE
Guardian of Faith
Silent Image imitating spells
Silent Image: Arms of Hadar/Evard's Black Tentacles
Silent Image: Entangle
Silent Image: Grease
Minor Illusion out of combat
Image of the Macguffin you are trying to retrieve, then distract and take the real one
Distract guards with sounds of a fight
Pile of gold to lure goblins out
Dead Termites covering a rotten bridge on a rope bridge
Make a wanted poster of town villain
Controlling choices
Suggestion
I suggest you surrender to save your life.
Your buddy there has been planning to let you die and take your stuff. You better throw him under the bus before he throws you.
Command in combat
Betray/Revolt/Defect/Desert/Coup
Regroup
Burp/Belch (on a dragon)
Fall/Trip
Flee/Sprint/Dash
Cower
Dismiss/Abort/Cancel/Juggle (lose concentration, spells specify 'Dismiss' as an option)
Undress/Strip (includes dropping weapon, shield, belt w/ component pouch, refrain from running)
Approach
Stop/Drop(See Undress instead)
Grovel
Halt
Blaspheme/Apostatize (on a paladin/cleric)
Tantrum
Charge
Command out of combat
(Note, the target doesnt have to hear you, nor are you charming them.) (Also note, these are transitive verbs in case you want to find others. Here is a big list)
Commands above
Monologue/Sing
Defecate
Dance/Salsa/Tango/Spin/Frolic/Prance
Confess(bypass zone of truth, DM may confess squat)
Cooperate/Capitulate
Scream
Pardon
Believe
Relent
Cheat
Eat/Drink (after poisoning their food)
Overpay/Undercharge
Feats
Inspiring Leader: As mentioned in the Healer section, this shines if your team has short days. Max HP matters more than Hit Dice in those cases. This is equivalent to +2 con for the party.
Healer: Can heal more overall HP than Inspiring Leader, but does so reactively. Depending on the number of short rests this is equivalent to an extra +3-5 extra Hit Dice on long days.
Warcaster: Combine with Greater Invisibility, Whip and Eldritch Blast to make a great defender. If no Whip then use Booming Blade. You need the Advantage if you plan on being in melee.
Cha+2: Agonizing Blast multiplies the damage from higher Cha. If you focus on Buffing this may not be as important.
Alert: Hand out those Buffs on round 1. See if you can get a Sentinel Shield before taking this feat though.