My fav class in dnd is the sorlock: I played an AM sorc straight (till 5th level, then died) and a CS sorlock (1-2 level hex, then 3-7 CS, then TPK, then group necrotic resurrection, then death). You can see our campaign pattern and I can´t talk about later tiers experience. Just some basic thoughts to build (and I am very aware of how little I know and played compared to you all) and specialities of sorcs: metamagics and spells are bread and butter (sorry to repeat stuff already mentioned in other comments, but its the core of sorcs) and should always fit to get the most out of a sorc, planning ahead till late tier is king. Quicken in a sorlock build is a must. Like you said, quicken EB with agonizing and repelling blast is good dmg and control (as long as you can land the attacks; my ratio was 1/3). Psionic spells are great but some should be replaced (e.g. Hunger, Evard´s or Summon Abberation), they all use up your Concentration so you will never be able to cast them all during a fight and the (small) number of spells for a sorc is always a concern. Picking from divination and enchantment is not that great; gift of alacrity (when allowed) could increase your ini (instead the alert feat or on top). Beginning at 6th level you can cast psionic spells like a free subtle spell (!) with sorc points and spam more higher level spells during the day than other classes, so choose with care when you replace these slots. IMO this is the best AM feature and you can try to use it heavily and optimize as much as possible with it. At level 7 and 8 you can cast already a 5th level spell with your sorc points (choose a spell you can upcast, you won´t know a 5th level spell yet, same as all other classes, but you can make use of upcasting). Magical Guidance (5th level) gives you a reroll (kind of ADV) on counterspell which is so good when needed (keep a single sorc point for this). Spells targeting INT are great (like @morgan said), but legendary resistance will nullify them when encountered on higher levels. Changing tactics on long terms is not easy, the spell list for sorcerers is short. Planning ahead when and how to swap spells is king (again) or go the route spell attacks from the start. Telekinesis (on your psionic spell list, so possible subtle on top) targets an ability check instead and can be rerolled with magical guidance (=ADV). I just love to create a sorlock and spend time thinking and planning a build, there is so much to pick and finally it boils down to what I call focussing on a core concept due to the nature of a sorcerer (lesser spells) and then build around with supporting spells. 2 more build options to the one you had (which I played as a gish character on my CS sorlock and I had a lot of fun). Generally I like to optimize what I can and then in play stick to a repetitiv sorcerian tactic. I can only concentrate on one spell, therefore I pick my focus spell and build everything around: 1. riding the Beholderkin (Summon Abberation) during battle and spawning EBs. I like this idea a lot, but it needs a small race and an AoE control spell without concentration. As I understood you will build with variant human, so this will not work. 2. the Telekinetic, focusing on forced movement and control: mage hand as cantrip, telekinetic feat (subtle and invisible mage hand (great to play and to have lots of mischief) plus telekinetical shove as BA (shoving enemy into AoE or a free disengage for your allies)), levitate (usable as a kind of vertical misty step, too) then skip this later to telekinesis (ADV ability check with magical guidance as mentioned): shove the bbeg high up in the air, then let him fall prone with falling dmg while you enjoy a snack and a drink. All AoE spells without concentration can work for larger groups of enemys while you on your telekinese: e.g. grease, erupting earth, rime´s (but I don´t like cones), ice storm; you can pile them up on top of each other. Like erupting earth (it scales super well) and grease on top. Or you concentrate on a great AoE spell and skip telekinesis for that fight. These build ideas are heavily inspired if not copied directly from Rob Vera (humble thanks for creating and sharing) who wrote lots of great comments on your channel and is worth reading! Sorry for writing that much, my fav class gets me carried away that easily. ;)
@thedungeon15786 ай бұрын
That's fine; great comment. I like your ideas. And yes, Rob Very has many great comments and insights of his own, and I'm glad he's shared so many of them in my comment sections.
@TheRobversion13 ай бұрын
Scrolling through older vids and reading the comments, its nice to see my insights standing the test of time. Appreciate the credit buddy!
@TheRobversion13 ай бұрын
@@thedungeon1578thanks! going through your older vids as a way of re-dipping my foot into dnd. Thanks for the recognition! Glad you found alot of my inputs interesting.
@whispers72353 ай бұрын
My pleasure ;) I just happen to like reading and watching good char builds for sorcs.
@TheRobversion13 ай бұрын
Hey rob. Out of curiousity, since you're asking for inputs in this vid, what level are you currently in that campaign? I'd like to share some ideas but i dont want to share pointless ones if you've already past that level. I dont know if you remember that i shared before that sorc is my fave class in dnd and IMO is my area of expertise. And if i'm understanding the build correctly, its EB forced movement into aoe concen control spells correct? As a rule of thumb, i stay away from targeting saves and use spells that target AC or are no-saves.
@thedungeon15783 ай бұрын
Yes, that's the basic idea. The extra damage from EB is also a bonus, but the main plan is: use some sort of persistent AoE spell like Hunger of Hadar, Sickening Radiance, or Evard's Black Tentacles, just for example (2 of 3 being on the spell list is a nice bonus). Then, when enemies move out (or even before, since you can do things like quicken a HoH or whatever, then EB someone else into the effect, if they weren't close enough at first), then you basically just Eb them back into the AoE. I figure it's a nice way to extend the usefulness of the first spell, and get some extra damage in as well. Plus, most those spells have nice side benefits besides the damage, like causing darkness, exhaustion, grappling them, etc. HoH also is difficult terrain, which is nice, since often enemies will have to use their action to dash in order to escape the darkness, and then you can just push them back in again. I also prefer no saves, but if you can hit enough guys, usually someone will fail a save. Right now we're level 6, so still fairly early but I have 3rd level spells. What I don't actually have yet though, is repelling blast, haha. Kind of the key to the whole thing. But oh well, soon enough.
@TheRobversion13 ай бұрын
@@thedungeon1578 oks so ideas for 4+L spells then. For sure, i think the build could benefit from non-concen action denial (mind whip, grease, command: drop) as that could help keep enemies inside with minimal need to push back. In terms of forced movement, dissonant whispers is also an option over the typical repelling blast if the enemy is already too far from the aoe. As for higher level spells, i'd definitely stay away from concen spells and look at utility and good non-concen spell like psychic lance (action denial) and synaptic static. I'd most likely recommend a 2 warlock, sorc 6 split by L8. Catnap is also nice for generating an extra SP. basically once you get L2 pact slots, it costs 3 SP to cast catnap with psionic sorcery. With L2 pact slots (4 SP), you're essentially netting 1 SP. this gets better as you get higher level pact slots. If at L11 you are aberrant sorc 6, warlock 5, you'd net 3 SP from this combo.
@morganhooper28596 ай бұрын
I had an hysterical time playing in Saltmarsh. That haunted house is nuts but when the pirate boss at the end of that chapter crit failed his Scorching Ray, our DM ruled that he incinerated himself and so that was that. The end of the adventure has some Cthulian monsters that could explain your aberrant origins and maybe the dip into Hexblade. You probably have considered it, but for an Aberrant Mind sorcerer, for me the spells that target INT saves and do psychic damage are your bread and butter. Mind Sliver, Tasha's Mind Whip, Raulothim's Psychic Lance, Synaptic Static...these spells are thematic and target the least resisted save in the game. Plus the ability to quicken a Mind Sliver and then target a big dumb dumb with Psychic Lance can even knock out a Balor. It's phenomenal. You may find that Mind Sliver is so effective for setting up your spells that you use it more than Eldritch Blast, especially for the Save or Sucks and the spells that have repeat saves.
@thedungeon15786 ай бұрын
Oooh, good suggestion on the Mind Sliver to set up all or nothing spells, especially since I probably won't have Heighten. Also, I like the psychic spells too; I mentioned several of them in the video, but you've mentioned even more great suggestions like Psychic Lance. Good input, thanks!
@jamesbrannen2046 ай бұрын
Extended armor of agathys before a short rest can be pretty impactful
@thedungeon15786 ай бұрын
I like that too. On a melee character this would be a 100% choice, but even on a ranged caster I think it's a good idea. Thanks!
@jamesbrannen2046 ай бұрын
@@thedungeon1578 I know you're going aberrant mind but the spell aid is also really nice to cast extended just before a long rest, mage armor too...I really liked doing that with a sorlock I did that took pact of the chain, buff imps hit points to 20~30 and ac to 16. Combine with bonus action magic stone = lots of fun, at least for me anyway ;)
@gingernations97006 ай бұрын
maybe the telekinetic feat for a bonus action shove? and I personally love hypnotic pattern
@thedungeon15786 ай бұрын
I was wavering between telekinetic and fey touched as my starting feat; TK is really good. I was just worried I'd have too many things competing for my bonus action, but so far I think that concern was not really justified on my end. Also, I love hypnotic pattern too. I'm thinking more and more that might be my pick. Thanks for your insight!
@whispers72356 ай бұрын
Hi everybody, before I go into the sorlock I´ve got a challenge and I am grateful for every input: I will start a Rime of Frostmaiden (as a player) and ONLY players handbook for char creation is allowed! I will share my own thoughts on this, but first I am curious with what you would come up.
@thedungeon15786 ай бұрын
Are you playing a sorlock in that campaign, or are you just asking for general advice? I think Sorlock would work fine, but there's no denying that the best subclasses for both Sorc AND warlock are not to be found in the PHB, with the possible exception of Fiend Warlock, which is pretty good. Knowing what your playing would be a big help, so I'm curious what you plan to be.
@whispers72356 ай бұрын
@@thedungeon1578 In our campaign I expect to have quite a few fights and PHB is only allowed which I find too restricting sorcerers to have fun playing. So my choice at the moment is a half-orc bear barbarian named Chrush (yelling "I got a crush on you" attacking). Not much to get creative char designing, but a lot of tank power on the battlefield with PAM as a feat and 10ft range attack.
@TheRobversion13 ай бұрын
You still looking for ideas? I like these limited options build challenge/optimization.
@whispers72353 ай бұрын
I am playing currently a variant human bear-barb with PAM. First time ever trying a full martial - which is nice - but deep down my heart beats caster. I would welcome some build ideas (only PHB allowed) for Rime and for Strahd (currently in discussion with the same regulations). My idea is to try to talk the DM into Divine Soul, but unlikely. So quite interested what you come up with ;)
@TheRobversion13 ай бұрын
@@whispers7235 ditto on playing casters. Its hard to play pure martials in dnd. Its just not balanced vs. casters. I generally play casters or gish. I may share but i'd probably need more info: 1. Any particular classes you want to play with? 2. Any particular role you want to be? Like blaster, striker, controller, etc? 3. Any idea on the starting level or the levels the session covers? As you've probably seen, i like theorycrafting for 10 in general but this will have to be adjusted for the levels covered in your sessions. 4. Any particular lower level spell you want to build around if a caster?