SpiderWaffle
2020-10-24, 05:26 AM
Please share any ideas/tools not covered here. The goal of the builds is to be good at AOE damage/multi-target and damage in general with spells, generally most concerned with the first 10 levels.
I know generally not best roll for mages in 5e BUT, I wanted to see what there is, how good could you make something. Of course there are great single target builds with sorlock(agonizing blast,hex,quicken,ect) separate builds though
Jim’s magic missile/scorching ray/Steel Wind Strike and spirit shroud; spirit shroud won’t be official in its current form.
I've seen very powerful builds that used UA, such as the Phoenix sorc, or Undying light warlock that let you add your charisma modifier to fire damage rolls with only 1 level dip, which can be very good with green-flame blade and scorching ray, or even fireball and others. All these UA those have been abandoned though as they were just too good. Spirit shroud will be deemed too good as well.
List the tools first, then discus.
Classes:
Sorcerer-
Can convert sorcery points to spell slots, and spell slots to sorcery points for more potential spell slots or more metamagic uses if needed.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
-Current UA-
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
Wizard-
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Warlock-
You regain all expended spell slots when you finish a short or long rest
Gets Hellish Rebuke
Fighter-
Constitution saving throw proficiency
L2 Action surge
Subclasses:
Draconic sorcerer-
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Pyromancer-
At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).
At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Evocation Wiz-
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Tempest domain cleric-
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Gets Call Lightning, LACKS Lightning Bolt
Zeal domain Cleric-
Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.
When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
L5: Gets Fireball
Light Domain Cleric-
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Gets burning hands, flaming sphere, scorching ray, fireball, guardian of faith, wall of fire, flame strike
The Celestial Worklock-
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Gets Flaming sphere, Gaurdian of Faith, and Wall of Fire
Feats:
You learn to call on hellfire to serve your commands. You gain the following benefits:
Increase your Intelligence or Charisma by 1, to a maximum of 20.
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
Prerequisite: Spellcasting or Pact Magic feature
You’ve learned how to exert your will on your
spells to alter how they function. You gain the
following benefits:
• You learn two Metamagic options of your
choice from the sorcerer class. You can use
only one Metamagic option on a spell when
you cast it, unless the option says otherwise.
Whenever you gain a level, you can replace one
of your Metamagic options with another one
from the sorcerer class.
• You gain 2 sorcery points to spend on
Metamagic (these points are added to any
sorcery points you have from another source
but can be used only on Metamagic). You
regain all spent sorcery points when you finish
a long rest.
Your exposure to the Feywild or one of its
denizens has left a magical mark on you. You
gain the following benefits:
• Increase your Intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.
• You learn the misty step spell and one 1st-level
spell of your choice. The 1st-level spell must be
from the divination or enchantment school of
magic. You can cast each of these spells
without expending a spell slot. Once you cast
either of these spells in this way, you can’t cast
that spell in this way again until you finish a
long rest. You can also cast these spells using
spell slots you have of the appropriate level.
The spells’ spellcasting ability is the ability
increased by this feat.
Race:
Tiefling-
+2 Cha
can use feat You learn to call on hellfire to serve your commands. You gain the following benefits:
Increase your Intelligence or Charisma by 1, to a maximum of 20.
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Aasimar-
+2 Cha
You have resistance to necrotic damage and radiant damage.
Aasimar (Scourge)
+1 Con
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Changling-
+3 Cha
Dragonborn-
+1 Cha
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
You have resistance to the damage type associated with your draconic ancestry
Variant Human-
Extra Feat
Satyr-
+2 Cha, +1 Dex
Magic Resistance
Yuan-ti Pureblood-
+2 Cha, +1 Int
Magic Resistance
Backgrounds (Cheeky):
Access to number of good fire spells not necessarily on classes lists like Hellish rebuke
Access to Call lightning, great spell only available to druids
Access to Destructive Wave, great spell only available to druids
The Spells:
-=Cantrips, Level 1=-
Green-Flame Blade- Generally great cantrip, 2 targets, combos well with Elemental Affinity, quicken spell, and the feats. Scales very well regardless of multiclass dips.
Hex & Hunter’s Mark- combos with things that can do lots of attacks, can get Hex and Hunter’s Mark through fey touched feat(Active UA)
Jim’s Magic Missile- Makes a tons of attacks, combos with hex, Hunter’s Mark, hexblade’s curse, anything that lets you reroll 1s on attack rolls or get advantage, or increase crit range; force damage harder to boost but is force damage.
-=Level 2=-
Dragon's Breath- Combos with Find Familiar, only takes bonus action to casts once, then no actions/bonus actions, requires concentration, familiar can die (but owl can fly by at least)
Flaming Sphere- Standout for bonus action source of damage, mileage on 1 spell slot, AoE, combos with Elemental Affinity, Destructive Wrath, and the feats, requires concentration
Scorching Ray- lots of attacks, decent damage for L2 spell, combos with, hex, HM, hexblade’s curse, Elemental Affinity, Destructive Wrath, and the feats
Moon Beam- Slot mileage, good AOE damage for L2, upcasts well, only for druids, radiant damage harder to boost
-=Level 3=-
Fireball- Standout for damage potential at L3, many build ideas center around this spell. Combos with Elemental Affinity, Sculpt Spells, Destructive Wrath, and the feats.
Lighting Bolt- Similar to Fireball, less creatures hit typically, easier to avoid friendly fire, combos with Wrath of the Storm, Elemental Affinity, Sculpt Spells, and elemental adapt.
Call Lightning- Slot Mileage, checks all the boxes for damage, limited to outside and Tempest Domain cleric, or Druid, combos with Wrath of the Storm, Elemental Affinity, Sculpt Spells, and elemental adapt.
Spirit Guardians- Maybe best L3 spell in game; hard to find anything to combo with it, 5 Levels of Cleric hard to fit in as well.
Melf's Minute Meteors- Mileage on 1 spell slot, combos with Elemental Affinity, and the feats.
Pulse Wave- Only available to Chronurgy and Graviturgy Wizards, Graviturgy can pull up 15ft for +1d6 fall damage if they can fly over enemies +2d10 to one at L10 with Violent Attraction, or maybe just push off cliff.
-=Level 4=-
Wall of Fire- Slot Mileage, decent AOE damage on cast, some battlefield control, combos with Elemental Affinity, Destructive Wrath, and the feats
Fire Shield- Slot Mileage, no concentration, small damage, combos with Elemental Affinity and the feats
Storm Sphere- Slot Mileage, lowish damage, small AOE, small battlefield control, harder to use effectively without Sculpt Spells, combos with Wrath of the Storm, Elemental Affinity, and elemental adept.
Shadow of Moil- Great if you want to make lots of attacks with advantage and/or need defense against attacks, small damage, combos with Elemental Affinity and the feats
Vitriolic Sphere- Somewhat cousin to L4 fireball, does more total damage than L4 fireball if 35% fail save but a chunk comes after those creatures get their next turn, harder to combo acid damage but is different type
Blight - Slightly more damage than L4 fireball, but most creatures have better con saves than dex saves so on average isn't more, good against bad con saving creatures if you can find any, necrotic damage is different type but one of the most resisted/immune after fire. Can't be changed with transmute spell. You can get it very ceekily with Orzhov Representative Background if allowed
-=Level 5=-
Hallow- Very large AOE, doubles damage to a damage type, Combos with 1 particular damage type, other good battlefield control effects
Cone of Cold- Decent AOE cold damage, combos with Elemental Affinity and the elemental adapt
Dawn- Spell mileage, decent radiant damage, large AOE, can move 60ft a turn, hard to combo radiant damage
Destructive Wave- Need to take with magical secrets or cheeky background, can choose each target, decent damage of different types available, large AOE, knocks prone, you must be next to action
Maelstrom- low damage, great battlefield control, combos with nothing else here, needs other effects that hinder strength saving throws or movement to be good.
Steel Wind Strike- Decent force damage, lots of specific targets and no friendly fire, hard to combo the force damage but good damage type.
Synaptic Static- Decent AOE damage, good debuff, Ints saves are great, hard to combo the psychic damage but is good damage type.
Wall of Light- Slot mileage, decent AOE damage, good debuff but con saves suck, hard to combo radiant damage.
-=Level 6=-
Chain Lighting- Decent damage to multiple targets, no friendly fire, up casts decently well, combos with Wrath of the Storm, Elemental Affinity, and Elemental Adapt, Tempest clerics don't get it.
Freezing Sphere- Decent cold damage, Huge AOE, combos against things in water
Gravity Fissure- Decent force damage in a very long straight line, cons saves suck, force damage is hard to combo but is a good type.
Wall of Ice- Decent cold damage, can avoid most friendly fire and target lots of enemies, can be good battlefield control
-=Notes=-
After L3 spells you don’t get much increase in damage level, the best after L3 imo are: Hallow (situationally), Steel Wind Strike, Synaptic Static, Chain lightning, and Wall of ice. None stand out for damage besides combing SteelWind Strike with Spirit Shroud.
Class dips that make sense are: L2 Tempest or Zeal cleric, L2 Evocation Wiz, L6 Dragon Sorc, L6 Pyro Sorc, L2 fighter
-=Attractive builds I’m seeing are=-
L5-6 Zeal cleric + L2 Evocation Wiz- Lots of fireballs and sculpt spells around allies, channel divinity to deal almost double damage on each cast, add in FoP and/or elemental adept feats. To continue beyond level: 1 more cerlic for channel extra divinity, 2 levels fighter for action surge, maybe want 5 Wiz for arcane recovery if using action surge.
L2 Zeal/Tempest Cleric + L6 Dragon Sorc- Most damage, channel divinity fireball and lighting bolt, extra damage from Dragon Sorc, Green-Flame Blade effective, friendly fire problem even with sculpt spells particularly with fireball (maybe allies can get shield master feat or same effect from other feature), add in FoP and/or elemental adept feats, FoP not as attractive with empower spell
L2-9 Light Cleric - Aasimar (scourge) or Tiefling are attractive race options, doesn't do anything exceptional well besides the L2 channel AOE blast at low levels, does a lot of things well though, resilient and strong all-round particularly at lower levels. Can throw in the feats. War caster makes sense particularly if going the Aasimar (scourge) route and more cantrip AoO at level 8 is good.
L5 Tempest Cleric - Peaks when Call lighting and Spirit Guardians come online and you can maybe get plate mail around then, Very robust options, high AC, War caster and/or resilient con feats make sense as you want to keep call lightning/SG up. Dragon Born for resistance to lightning or Variant human make sense. Lacking lighting bolt really hurts.
Pyromancer Sorc with Aasimar (scourge) or Tiefling- Very GLASS cannony. Go into the middle of the fray and deal damage to everything within 10ft of you. Hellish Rebuke and/or warcaster important for more spell attacks; best to get with Rakdos Cultist background if allowed, otherwise from race Tiefling/Tiefling (Asmodeus) or last resort magic initiate feat. War Caster is very attractive for more spells cast and the con saves or maybe using a shield while spell casting. Unless you need levels for L18 Pryo, 2 levels fighter potentially attractive for high level character for action surge and more spells cast, HP, and Cons saves/armor prof/shield prof if taken first for a high starting level one-shot, echo knight even viable to get in and out places you need to be to deal more damage/not die, and more AoO to cast spells with warcaster. Polearm Master feat maybe, for more AoO that are spells.
I know generally not best roll for mages in 5e BUT, I wanted to see what there is, how good could you make something. Of course there are great single target builds with sorlock(agonizing blast,hex,quicken,ect) separate builds though
Jim’s magic missile/scorching ray/Steel Wind Strike and spirit shroud; spirit shroud won’t be official in its current form.
I've seen very powerful builds that used UA, such as the Phoenix sorc, or Undying light warlock that let you add your charisma modifier to fire damage rolls with only 1 level dip, which can be very good with green-flame blade and scorching ray, or even fireball and others. All these UA those have been abandoned though as they were just too good. Spirit shroud will be deemed too good as well.
List the tools first, then discus.
Classes:
Sorcerer-
Can convert sorcery points to spell slots, and spell slots to sorcery points for more potential spell slots or more metamagic uses if needed.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
-Current UA-
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
Wizard-
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Warlock-
You regain all expended spell slots when you finish a short or long rest
Gets Hellish Rebuke
Fighter-
Constitution saving throw proficiency
L2 Action surge
Subclasses:
Draconic sorcerer-
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Pyromancer-
At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).
At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Evocation Wiz-
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Tempest domain cleric-
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Gets Call Lightning, LACKS Lightning Bolt
Zeal domain Cleric-
Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.
When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
L5: Gets Fireball
Light Domain Cleric-
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Gets burning hands, flaming sphere, scorching ray, fireball, guardian of faith, wall of fire, flame strike
The Celestial Worklock-
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Gets Flaming sphere, Gaurdian of Faith, and Wall of Fire
Feats:
You learn to call on hellfire to serve your commands. You gain the following benefits:
Increase your Intelligence or Charisma by 1, to a maximum of 20.
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
Prerequisite: Spellcasting or Pact Magic feature
You’ve learned how to exert your will on your
spells to alter how they function. You gain the
following benefits:
• You learn two Metamagic options of your
choice from the sorcerer class. You can use
only one Metamagic option on a spell when
you cast it, unless the option says otherwise.
Whenever you gain a level, you can replace one
of your Metamagic options with another one
from the sorcerer class.
• You gain 2 sorcery points to spend on
Metamagic (these points are added to any
sorcery points you have from another source
but can be used only on Metamagic). You
regain all spent sorcery points when you finish
a long rest.
Your exposure to the Feywild or one of its
denizens has left a magical mark on you. You
gain the following benefits:
• Increase your Intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.
• You learn the misty step spell and one 1st-level
spell of your choice. The 1st-level spell must be
from the divination or enchantment school of
magic. You can cast each of these spells
without expending a spell slot. Once you cast
either of these spells in this way, you can’t cast
that spell in this way again until you finish a
long rest. You can also cast these spells using
spell slots you have of the appropriate level.
The spells’ spellcasting ability is the ability
increased by this feat.
Race:
Tiefling-
+2 Cha
can use feat You learn to call on hellfire to serve your commands. You gain the following benefits:
Increase your Intelligence or Charisma by 1, to a maximum of 20.
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Aasimar-
+2 Cha
You have resistance to necrotic damage and radiant damage.
Aasimar (Scourge)
+1 Con
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Changling-
+3 Cha
Dragonborn-
+1 Cha
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
You have resistance to the damage type associated with your draconic ancestry
Variant Human-
Extra Feat
Satyr-
+2 Cha, +1 Dex
Magic Resistance
Yuan-ti Pureblood-
+2 Cha, +1 Int
Magic Resistance
Backgrounds (Cheeky):
Access to number of good fire spells not necessarily on classes lists like Hellish rebuke
Access to Call lightning, great spell only available to druids
Access to Destructive Wave, great spell only available to druids
The Spells:
-=Cantrips, Level 1=-
Green-Flame Blade- Generally great cantrip, 2 targets, combos well with Elemental Affinity, quicken spell, and the feats. Scales very well regardless of multiclass dips.
Hex & Hunter’s Mark- combos with things that can do lots of attacks, can get Hex and Hunter’s Mark through fey touched feat(Active UA)
Jim’s Magic Missile- Makes a tons of attacks, combos with hex, Hunter’s Mark, hexblade’s curse, anything that lets you reroll 1s on attack rolls or get advantage, or increase crit range; force damage harder to boost but is force damage.
-=Level 2=-
Dragon's Breath- Combos with Find Familiar, only takes bonus action to casts once, then no actions/bonus actions, requires concentration, familiar can die (but owl can fly by at least)
Flaming Sphere- Standout for bonus action source of damage, mileage on 1 spell slot, AoE, combos with Elemental Affinity, Destructive Wrath, and the feats, requires concentration
Scorching Ray- lots of attacks, decent damage for L2 spell, combos with, hex, HM, hexblade’s curse, Elemental Affinity, Destructive Wrath, and the feats
Moon Beam- Slot mileage, good AOE damage for L2, upcasts well, only for druids, radiant damage harder to boost
-=Level 3=-
Fireball- Standout for damage potential at L3, many build ideas center around this spell. Combos with Elemental Affinity, Sculpt Spells, Destructive Wrath, and the feats.
Lighting Bolt- Similar to Fireball, less creatures hit typically, easier to avoid friendly fire, combos with Wrath of the Storm, Elemental Affinity, Sculpt Spells, and elemental adapt.
Call Lightning- Slot Mileage, checks all the boxes for damage, limited to outside and Tempest Domain cleric, or Druid, combos with Wrath of the Storm, Elemental Affinity, Sculpt Spells, and elemental adapt.
Spirit Guardians- Maybe best L3 spell in game; hard to find anything to combo with it, 5 Levels of Cleric hard to fit in as well.
Melf's Minute Meteors- Mileage on 1 spell slot, combos with Elemental Affinity, and the feats.
Pulse Wave- Only available to Chronurgy and Graviturgy Wizards, Graviturgy can pull up 15ft for +1d6 fall damage if they can fly over enemies +2d10 to one at L10 with Violent Attraction, or maybe just push off cliff.
-=Level 4=-
Wall of Fire- Slot Mileage, decent AOE damage on cast, some battlefield control, combos with Elemental Affinity, Destructive Wrath, and the feats
Fire Shield- Slot Mileage, no concentration, small damage, combos with Elemental Affinity and the feats
Storm Sphere- Slot Mileage, lowish damage, small AOE, small battlefield control, harder to use effectively without Sculpt Spells, combos with Wrath of the Storm, Elemental Affinity, and elemental adept.
Shadow of Moil- Great if you want to make lots of attacks with advantage and/or need defense against attacks, small damage, combos with Elemental Affinity and the feats
Vitriolic Sphere- Somewhat cousin to L4 fireball, does more total damage than L4 fireball if 35% fail save but a chunk comes after those creatures get their next turn, harder to combo acid damage but is different type
Blight - Slightly more damage than L4 fireball, but most creatures have better con saves than dex saves so on average isn't more, good against bad con saving creatures if you can find any, necrotic damage is different type but one of the most resisted/immune after fire. Can't be changed with transmute spell. You can get it very ceekily with Orzhov Representative Background if allowed
-=Level 5=-
Hallow- Very large AOE, doubles damage to a damage type, Combos with 1 particular damage type, other good battlefield control effects
Cone of Cold- Decent AOE cold damage, combos with Elemental Affinity and the elemental adapt
Dawn- Spell mileage, decent radiant damage, large AOE, can move 60ft a turn, hard to combo radiant damage
Destructive Wave- Need to take with magical secrets or cheeky background, can choose each target, decent damage of different types available, large AOE, knocks prone, you must be next to action
Maelstrom- low damage, great battlefield control, combos with nothing else here, needs other effects that hinder strength saving throws or movement to be good.
Steel Wind Strike- Decent force damage, lots of specific targets and no friendly fire, hard to combo the force damage but good damage type.
Synaptic Static- Decent AOE damage, good debuff, Ints saves are great, hard to combo the psychic damage but is good damage type.
Wall of Light- Slot mileage, decent AOE damage, good debuff but con saves suck, hard to combo radiant damage.
-=Level 6=-
Chain Lighting- Decent damage to multiple targets, no friendly fire, up casts decently well, combos with Wrath of the Storm, Elemental Affinity, and Elemental Adapt, Tempest clerics don't get it.
Freezing Sphere- Decent cold damage, Huge AOE, combos against things in water
Gravity Fissure- Decent force damage in a very long straight line, cons saves suck, force damage is hard to combo but is a good type.
Wall of Ice- Decent cold damage, can avoid most friendly fire and target lots of enemies, can be good battlefield control
-=Notes=-
After L3 spells you don’t get much increase in damage level, the best after L3 imo are: Hallow (situationally), Steel Wind Strike, Synaptic Static, Chain lightning, and Wall of ice. None stand out for damage besides combing SteelWind Strike with Spirit Shroud.
Class dips that make sense are: L2 Tempest or Zeal cleric, L2 Evocation Wiz, L6 Dragon Sorc, L6 Pyro Sorc, L2 fighter
-=Attractive builds I’m seeing are=-
L5-6 Zeal cleric + L2 Evocation Wiz- Lots of fireballs and sculpt spells around allies, channel divinity to deal almost double damage on each cast, add in FoP and/or elemental adept feats. To continue beyond level: 1 more cerlic for channel extra divinity, 2 levels fighter for action surge, maybe want 5 Wiz for arcane recovery if using action surge.
L2 Zeal/Tempest Cleric + L6 Dragon Sorc- Most damage, channel divinity fireball and lighting bolt, extra damage from Dragon Sorc, Green-Flame Blade effective, friendly fire problem even with sculpt spells particularly with fireball (maybe allies can get shield master feat or same effect from other feature), add in FoP and/or elemental adept feats, FoP not as attractive with empower spell
L2-9 Light Cleric - Aasimar (scourge) or Tiefling are attractive race options, doesn't do anything exceptional well besides the L2 channel AOE blast at low levels, does a lot of things well though, resilient and strong all-round particularly at lower levels. Can throw in the feats. War caster makes sense particularly if going the Aasimar (scourge) route and more cantrip AoO at level 8 is good.
L5 Tempest Cleric - Peaks when Call lighting and Spirit Guardians come online and you can maybe get plate mail around then, Very robust options, high AC, War caster and/or resilient con feats make sense as you want to keep call lightning/SG up. Dragon Born for resistance to lightning or Variant human make sense. Lacking lighting bolt really hurts.
Pyromancer Sorc with Aasimar (scourge) or Tiefling- Very GLASS cannony. Go into the middle of the fray and deal damage to everything within 10ft of you. Hellish Rebuke and/or warcaster important for more spell attacks; best to get with Rakdos Cultist background if allowed, otherwise from race Tiefling/Tiefling (Asmodeus) or last resort magic initiate feat. War Caster is very attractive for more spells cast and the con saves or maybe using a shield while spell casting. Unless you need levels for L18 Pryo, 2 levels fighter potentially attractive for high level character for action surge and more spells cast, HP, and Cons saves/armor prof/shield prof if taken first for a high starting level one-shot, echo knight even viable to get in and out places you need to be to deal more damage/not die, and more AoO to cast spells with warcaster. Polearm Master feat maybe, for more AoO that are spells.