Sorcadin (5e Optimized Character Build)
Why Sorcadin?
Sorcadin is a build that cross-classes Paladin and Sorcerer. Two levels of Paladin and then Sorcerer all the way up(until 11 at least). The first most obvious reason to combine these is Charisma being a top stat choice. This combination eliminates dead ability points required for cross-class. The second reason is synergies. Certain synergies in character creation are undeniably good; This blend of classes creates a few disgusting synergies that lead me to believe it is among the most combat-optimized of classes. Yes, it even stands toe to toe with Sorlock(maybe I am getting carried away). Before I go any further I must mention that some of the main synergies of this build are dependent on you DM allowing you to combine meta-magic and Green-Flame Blade for Twin Cast and Quicken Spell. It seems perfectly acceptable to me, but, I have read of a few others who don't agree, so, there is that. Last note in this section is that I intend to do no math for you, 1)your stats may be slightly different than mine and 2)I have crunched great loads of numbers and I don't care to devise a way to note different circumstances and where and when percentages and averages need to do things for stuff. and stuff. So, thank you, I love you, grab some dice or learn averages and do the math yourself. Its both fun and satisfying.
READER EDIT: Just to be clear, Jeremy Crawford has stated that Green-Flame Blade has TWO targets. So you can't Twin it or use it as an attack of opportunity if you have the War Caster Feat. But hey, play whatever seems right to you at your table. It's all for fun. Or you could use Booming Blade. It still would be extremely powerful with this build. Especially if you add the War Caster Feat along side the Pole Arm, so you could hit them before they come in range to hit you, then they have to either stop, or get hit by more damage.
READER EDIT: It should be noted that cantrips such as Booming Blade or Green Flame Blade only has a reach of five feet and can not be used with reach weapons unless the feat Spell Sniper is used.
READER EDIT: as of Tasha’s Cauldron of Everything, spell update on booming blade and green flame blade have changed targeting to self. This prevents range increase from Spell Sniper feat.
A bit on Green-Flame Blade and Pole-Arm+Sentinel
Anyway(as previously mentioned), the Sorcadin's bread and butter is 1)Green-Flame Blade and 2)Pole-Arm + Sentinel. This cantrip is meant to be combed with Meta-Magic, more specifically Twinned Spell and Quickened Spell. So naturally you will be better off with a few enemies around and worse off with a single strong enemy, which is somewhat offset by pole-arm + sentinel.(if your enemy so happens to not have much for range) Which leads me to Pole-Arm+Sentinel. This is an insane combination of feats that allows you to(usually) stop-in-place a single enemy from being able to move close enough to attack you, which is good in itself. In addition you get a reaction attack against them(sprinkles). Look those two feats up if you are not familiar with them. While your looking those up, check out War Casting as well. This ramps the interaction up by allowing you to cast spells other than Green-Flame Blade while on(or in front of) the front line and allowing you to use Green-Flame Blade in combination with your Sentinel attack reaction. The concentration check advantage is just sprinkles at this point.
Lets Get Started
I will build the character up to level 11 to demonstrate its appeal. I stop at level 11 because any concept-that-became character will be different and will have optimized needs which are dependent on unpredictable circumstances/situations. There are optimized decisions that can be made past level 11, sure, but I just feel that your campaign will determine the non-obvious decisions for you. Those decisions being; feats vs. ability score improvement, which ability score to improve(Str or Cha), A possible tri-class, etc.
Lv.1 Pal-1
-So, We will start with a Human Variant for race and Paladin for class. The feat you will be taking for variant is Pole-Arm Master. This is amazing as it allows you free use of both your bonus action, and reaction at lv1. I would go as far as to say that this combination is almost as bad as a H.Variant moderately armored warlock(Like that? Heh heh, another glorious shot at Sorlock).
-Use your variant ability improvement for Str and Cha. For the Point Buy system your stats will be as follows after adding race bonus; Str-16 Dex-10 Con-14 Int-8 Wis-8 Cha-16. If rolling keep in mind that the highest vs lowest stats should fall into their respective places, also, for rolling, str>cha and wis>int. Also, make sure your str is at least 15, because that is the required amount for Plate Armor.
-For your skills I have one piece of advice, that is, no stealth. You will be using heavy armor, so, keep that in mind.
That is it as far as decisions for lv1. Obviously you will want to take the best armor and weapons made available, but for the sake of this article we will assume no magic items(again with the level 11 thing). I will assume, however, that Plate Armor is in your bag as well as some sort of pole-arm. No shield as pole-arms require two hands. Consider the idea of getting a lance if your DM allows you to count it towards Pole-Arm Mastery, the d12 adds up and mounted combatant could be an optional feat at level 14ish, although you would be fine without. Adding the shield AC bonus is more/less sprinkles for this build but will likely outweigh your ability score boost at that point(if you go sorcerer that far anyway)
Lv.2 Pal-2
-For level two we take fighting style Defense and that leaves you with a respectable base AC of 19 and, with 14 con, you will have 20HP. With your healing abilities from paladin class you will be more than able to fend for yourself. By the way, by the way, Divine Smite can use any spellslots. From any class. Dump an extra 2D8 on it I say. Or if you wish to burn away a lot of spells and hit incredible amounts of damage than, yeah.(Edit: You can only use Paladin Spell slots for divine smite) (re-edit the last edit isn't true, if you multiclass you can use any spell slots for divicne smite which is part of what makes this so powerful)
You also get spellcasting at lv.2 which likely gives you four-five spells and two lv.1 spellslots. As far as spells are concerned I can only suggest that 1)you take things that sorcerer can't, because you are going sorcerer the rest of the way past this, 2)spells that can be cast at higher level slots, and 3)spells that work well with Meta-Magic. I would recommend Shield of Faith, Bless, Cure Wounds and/or whatever else your big'ol heart desires.
Lv.3 Pal-2 Sor-1
-Multiclass into Sorcerer baby, lets make magic. The best option here is Draconic Bloodline as a brass, gold or red. These all support fire damage which is coming from Green-Flame Blade at higher levels. The Draconic Resilience HP bonus is both good and relevant, as your sort of a tank(tankie at the least).
You must take Green-Flame Blade as a cantrip. This is of utmost importance. I would highly recommend Booming Blade and/or Sword Burst as well.
For other spells, do as you please. The only thing of note is that offensive spells are best of as fire because of your Draconic Bloodline
Lv.4 Pal-2 Sor-2
-As previously mentioned, there are great guides on spells, they would do a much better job than me for all intents and purposes. Also, this is where you get sorcerer's sweet double-my-spellslots child. Sorcery Points. Just saying.
Lv.5 Pal-2 Sor-3
More importantly than those sweet 'Sorcery Points is how to implement them. This level gives you Meta-Magic. Here is where the magic horse wakes up after a magic nap and a magic cup of Earl Grey Tea. Meta-Magic. For your two options you will chose Quickened Spell and Twinned Spell. You can use these abilities in combination with Green-Flame Blade to get massive value from your sorcery points for damage. In addition you can use the extra sorcery points for spellslots to potentially Divine Smite something for a twinned, quickened, smitten blow followed by a smitten reaction.
This level also provides bonus cantrip damage, which is espicially good for Green-Flame Blade as, on a successful hit, adds 2d8 fire damage.
(Not-Author's Note: Metamagic cannot be applied more than once to any given spell. One cannot both use Quickened and Twinned on the same cast. Additionally, applying metamagic to gish-"spells" like GFB and Booming is tenouos RAI-wise at the most, seeing as they are based around weapon attacks with the spell-component only triggering on a hit, IE. it's not a spell attack, but a weapon attack. Same goes for Divine Smite, which essentially works the same: A pseudo-"spell" component that triggers on a successful weapon attack, making it not a spell. [RE_EDIT: The non-author's 'additionally' note is not correct, GFB and Booming do not "trigger on a hit", the attack *is* the effect of the spell. This is why if a character with Extra Attack uses GFB or Boooming, they only get one attack instead of their multiple. You cannot twin GFB because it has two targets, but you absolutely can twin Booming with zero RAW problems.] Finally, should specify that GFB deals 2d8 in the sense that it is 1d8 VS the *primary* target and 1d8+Cha VS the *secondary* target, meaning you're losing out on the main source of damage in a boss-situation with no minions. Still the better gish-cantrip choice due to Fire damage and Draconic Sorcerer.)
Lv.6 Pal-2 Sor-4
-Chose a feat over ability score improvement. In this case you will absolutely need Sentinel. The reasons are obvious, in fact, I would almost consider waiting on the second level of Pal until after you have this.
Lv.8 Pal-2 Sor-6
-Here is where you get damage added to fire based spells. It isn't all that overwhelming as you will usually only use one or two attacks with Green-Flame Blade in a round anyway, but, it bring up a DM controversy. Which person/people take the extra Cha modifier damage. The one you hit with your weapon or the one the flame jumped to? The way it is worded they are both being hit with fire. I am undecided although if it hit both targets then this ability becomes a good bit better.
(Not-Author's Note: RAW for Elemental Affinity clearly states "...you can add your Charisma modifier to **one** damage roll of that spell." Meaning it is up for grabs which one is hit, but it is only one and only if a damage *roll* was in play. Unlike the problem with metamagic on not-spells, Elemental Affinity makes perfect sense for cantrips and gish-cantrips.)
Lv.10 Pal-2 Sor-8
-Choose feat over ability score improvement. Take war caster, all three of its benefits are incredible for this build. 1)You will always have a weapon in combat, 2)You should always be holding concentration for AC boost or some such thing,(even twinned sometimes) and 3)you will always be taking reactions. It looks handmade for the class honestly. Being able to use your reaction attacks to cast spells makes Green-Flame Blade all the better, although, you will have many fantastic alternatives when that time comes.
Lv.11 Pal-2 Sor-9
Bingo. Your favorite cantrip hits for 1D12+4d8+9 now(given you have two targets and a lance), its an action, reaction, twinaction, and bonus action(quickened). If you are Conservative(not using quicken for bonus action cantrips) than remember your pole-arm bonus attack. Its something.
EDIT: you cannot twin green flame blade as it technically has 2 targets. EDIT: Booming blade(SCAG) same effect plus damage if they try to move and can be twinned.
Variant Builds
Like all good builds, people have come up with countless variants that fit their nees or playstyle. Bellow are examples.
Alternate SpellCasters
While Sorcerer is clearly the best option, some people choose other spell casters to be their main type.
- Bard: The 2nd most common option, it trades damage and flexibility for utility and support powers.
- Wizard: Goes for breadth over depth. Intelligence score is an annoying feature to deal with however. But some people still use it.
- Druid: Paladin 2 is a popular addition to Moon Druid builds since it allows smites while in wildshape form.
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