Sorlockadin (5e Optimized Character Build)

Concept

A knight sits comfortably in a grassy field, stairing up at the clouds passing over head. It would have been peaceful if it wasn't for the constant stomping of armored boots. He opened his eyes to see the army he had been waiting for finally drawing near. Standing up he rolled his shoulders that had gotten stiff in his armor. He took a breath and shouted "you can surrender now". The laughter seemed to be the answer. The knight simply shook his head, extended his hand and let loose a freezing blast, killing everyone within 60 ft of him. He cut a horse and its rider in half next before letting a fireball erupt into the nearby ranks. These fools had never fought a mage knight, at least not like him.

Do you love magic and swords, wanting to fuse the two into a hyper offensive build that can stand on the front lines? Then this is for you! The combination of Sorcerer, Warlock, and Paladin fuse together into the Sorlockadin, becoming arguably one of the most, if not the most, powerful build in the game.

Races and Ability Scores

When looking at races, we always need to remember two things: we need 13 str to multiclass into or out of paladin, at least 15 for plate armor, and we are looking to max charisma.

Human Variant:

  • Start with the Warcaster feat, something that will dramatically help the build
  • Str 16, Dex 8, Con 15, Int 8, Wis 8, Cha 16
  • You'll probably want the Resilient feat for constitution saving throws. (Used for concentration checks, increase Con by 1)

Half-Elf

  • Incredible stat increase that can help create two stat distributions. It depends if you want to take the Elven Accuracy feat or not.
  • Normal Build: Str 16, Dex 8, Con 16, Int 8, Wis 10, Cha 16
  • Elven Accuracy Build: Str 16, Dex 8, Con 16, Int 8, Wis 8, Cha 17

Tiefling

  • There are quite a few variations that work well for the tiefling, but the best is probably the Levistus subrace.
  • This is a really good option for hyper offense since you can get access to the Flames of Phlenegos feat.
  • Heavy Armor Levistus: Str 15, Dex 8, Con 15, Int 10, Wis 8, Cha 17
  • Medium Armor Levistus: Str 13, Dex 14, Con 14, Int 9, Wis 8, Cha 17

Equipment

One notable issue with many builds is how to use equipment effectively. Between needing magical focus, weapons, armor, and shields there is a legitimate issue that you might not have enough hands. However, there are some clever tricks to get around this.

  • Quarterstaff: This can be used as both an Arcane Focus and melee weapon, meaning you don't have to worry about Material components for anything.
  • Shield: Thanks to the nature of this, it can be used as a Divine focus for the few paladin spells you have access to. Also +2 AC is really nice!
  • Heavy Armor: If you don't mind the penalty, you don't need 15 strength for plate armor. However, it is highly recommended thanks to its increadibe defense.
  • Ruby of the Warmage: if your interested in weapons other than the Quarterstaff, this can be a good substitute.
  • Warcaster Feat: Once you have this, you can cast every spell in the game while wielding a Quarterstaff, Shield, and Heavy armor.
  • Improved Pact Weapon Invocation: We are tight on invocations, but if you are willing to give one up, any one of your pact weapons will become your arcane focus.

Leveling Guide

While there are multiple builds, This will focus on using heavy armor, which means we need to start with Paladin.

  • Level 1-2 Paladin: Unlock Heavy armor, Divine Smite, and Searing Smite.
  • Level 3 Warlock: You need the Hexblade Patron so you can attack with charisma. The extra spell slots that recharge on a short rest is also great.
  • Level 4-20 Sorcerer: The best option here is the Draconic origin, giving extra health and extra damage. Get the Green-flame blade and booming blade cantrips.

Feats: You only get 3-4 ASI throughout the campaign, so you need to be very careful.

  • ASI 1: Your going to increase your charisma to 18, either by +2 Cha or a feat that also gives +1 cha. This is where your race based Feat goes if you have one.
  • ASI 2: Warcaster. This feat is rediculously powerful with this build. Being able to use a cantrip as a reaction really increases damage output.
  • ASI 3: Resilient Constituion. between this and Warcaster, it's going to be very hard for enemies to force you to drop your concentration.
  • ASI 4: Charisma +2

Combos and Action Economy

The reason this build is so powerful is how it abuses the action economy. This will walk you through some of those combos and

Combo 1 - Blade + Spell: this is the most basic combination and what you'll use the most. Dnd has a rule about casting multiple spells that is important to know. If you cast a spell that uses a spell slot (1st level or higher) you can only cast cantrips for the rest of that turn. This abuses that. Using your action to cast a spell, you can use the Sorcerer's Metamagic option "Quicken Spell" to cast the Booming Blade cantrip. However, Booming blade requires a "melee weapon attack" which means you can use Divine Smite. Divine Smite isn't a spell so it doesn't get in the way of the before mentioned restriction. This allows a rediculous amount of damage to be output very quickly.

Combo 2 - Flaming Sword: This is actually fairly simple to pull off. You need to have selected either the Red or Gold dragon as your sorcerer origin. Cast Searing Smite as a bonus action, then attack with Green-Flame Blade. Draconic sorcerers get Elemental Affinity, allowing them to add their charisma modifier to one damage roll of a spell. Because Searing Smite and Green-Flame Blade are both seperate spells, and hexblade is already allowing you to add your charisma modifier, your hitting them for a really solid amount of damage. If your a Tiefling with the Flames of Phlenegos Feat, this attack is going to deal brutal amounts of damage and put you in melee range for the other parts of the feats abilities.

Combo 3 - Thunderous Punishment: Warcaster can allow you to use a cantrip whenever you would be able to make an opportunity attack. Use booming blade. The spell deals extra damage if they choose to move willingly before your next turn, but because they are actively moving the damage increases immediately, seriously injuring anyone trying to get away from you.

Variants Section

Like all good builds, there are many variations that have developed to fit personal playstyle. Check out these different variation of the three class combo.

Elemental Retribution

Spells: Absorb Elements. This will allow you to not only resist a lot of damage, but it will also allow you to deal even more damage than normal, making you the bane of most Evocation wizards.

Combo- Absorb elements + Blade + Curse + Divine smite This devastating combo allows you to deal a ton of damage after being dealt a little bit. When you get hit by a spell dealing fire damage or similar, cast Absorb elements at second level. Then, on your next turn, put your Hexblade's curse on the target, and hit the poor fellow. If you succeed, then drop a Divine smite on top of all that to deal 2d6 fire/thunder/lightning/cold/acid damage(Absorb elements) + your weapon's damage + 2d8 (or 3d8 if undead/fiend [Divine Smite]) + Proficiency bonus(Hexblade's curse). On top of all that, if the target drops to 0 HP, you regain hit points and then you can transfer the curse onto your next target on your next turn.

Charging the Ultimate Attack

Race: half-elf (+2 CHA, +1 Str, +1 CON). A good option is to take the wood elf variant for some movement speed.

Attributes Using Point-buy and your racial bonuses, you should have 14 Str, 8 Dex, 14 Con, 9 Int, 14 Wis, 17 Cha. This is ideal for later.

Leveling Guide (this is to make sure you can stay relevant throughout a campaign)

  • Level 1-2 Paladin. Dueling Fighting style. You get to use heavy armor and a shield, which is nice since you have -1 in dexterity.
  • Level 3-4 Hexblade Warlock. This is huge since it lets us attack with charisma now. It also lets you crit on an 19-20, which is important. Also pick up the Improved Pact Weapon invocation if your DM doesn't give out magic items frequently.
  • Level 5 Wildmagic Sorcerer. Get Booming Blade and take the Wildmagic subclass. You can now at-will gain advantage on an attack rolls, indirectly boosting your chance to critically strike. It can feel like a detor and your putting off an ASI, but without the "extra attack" you need the cantrip to stay relevant in damage.
  • Level 6-8 Warlock: You should get the Elven accuracy feat at level 7 and Eldritch Smite at level 8. You are now online.
  • Level 9-11 Sorcerer: Your getting Metamagic and Quicken spell, which aren't useful yet but are about to be. Grab the Lucky feat at level 11.
  • Level 12-13 Grave Cleric: your here for their ability to make an enemy vulnerable for a single attack using chanel divinity.
  • Level 14-20 Warlock: You can only eldritch smite using warlock spell slots, so you need to get them up to level 5. Also, you want to get the lifedrinker invocation for even more damage.

Strategy: Your first turn, use Hexblade's curse on the bigest enemy. Use your action as you need, probably a booming blade. Round two, probably another attack. After you've used your action, your going to prepare for the big attack: Cast Banishing Smite (Visually sheathing your blade). It's turn 3 and time to put this build to work. Use your action to channel divinity - path to the grave. This makes it so the next attack to hit the enemy is treated like they are vulnerable. Use your bonus action by Quickening a Booming Blade cantrip.

There is a 34.3% chance your going to critically hit this attack, thanks to rolling 4 times with Elven Accuracy and Luck. The damage formula is an absolute mess: 2(Path to the grave)x [1(Improved pact weapon)+ 2(Duelist style)+ 5(Hex warrior)+ 5(lifedrinker)+ 6(Hexblade's Curse)+ 2(CriticalHit)x[1d8(longsword)+ 3d8(booming blade)+ 5d8(Divine Smite)+ 5d8(Eldritch Smite)+ 5d10(Banishing Smite)]]

What that mess is equal to is an average attack of 400 damage!?! The maximum you can get is 686 damage!!! Even without a crit, the average is a wopping 213 damage, still pretty good. This is truely the strongest single attack possible in the game currently. You will almost certainly get to describe sheathing your weapon then splitting them in half before the eye registers what happened. The build is playable at early levels, the guide walking you through the best path to

Hope you enjoy it ^^

Dragon Knight: Paladin 3/Warlock 3/Sorcerer 14

Concept: Creating a powerful melee caster that focuses on fire damage and cone style effects. While not AL legal, it only uses official rules and is perfect for non-homebrew house games. Uses PHB, SCAG, XGE and MTOF.

Race: Tiefling, Zariel Subrace (+1 Str, +2 Cha). Needed for a Racial Feat and the horns/tail good for the dragon asthetic.

Ability Scores: Str 16, Dex 8, Con 15, Int 8, Wis 8, Cha 17. Focused on setting up for later feats with single ASI. 16 STR lets your melee attacks stay relevant since we don't pick up warlock until later in this build while also letting you wear plate armor for no penalty.

Recommended Leveling Guide: (Focused on keeping you relevant throughout the campaign)

  • Level 1-2 Paladin: Pick up divine smite and lets you start with heavy armor proficiency.
  • Level 3-6 Sorcerer: Take the Draconic Origin and pick either Gold or Red for fire damage. Take the "Flames of Phlegethos" feat (Cha +1). Also pick up the green-flame blade cantrip for a great melee spell that can prock divine smite! Pick up the Dragon's Breath spell.
  • Level 7-9 Warlock: Choose Hexblade pact so you can attack with Charisma. Take Pact of the Chain. You can cast Dragon's Breath on your familiar, which can use its action to use the effect since it doesn't count as an attack. Pick up the Fiendish Vigor and Voice of the Chain Master invocations. Also get the Armor of Agathys spell.
  • Level 10 Paladin: Take Oath of Vengance if you can justify it naratively, since it is mechanically the best. Otherwise, your choise.
  • Level 11-20 Sorcerer: Higher spell slots, more damage on your fire spells, and dragon wings to finish off the asthetic. Take the Warcaster and Resilient (Con +1) feats to make it darn near impossible to break your concentration.

Strategy: Your built to fight and feel like a dragon.

  • Flames of Phlegethos gives you an aura of damage useful for a melee combatant. With Green-Flame blade it'll be up nearly every turn.
  • Green-flame blade and divine smite makes your melee spells hit increadibly hard, something you can quicken out a second one or quicken a higher level spell.
  • Armor of Agathys is probably the only low level spell I would reccommend casting at the 7th level, since it is increadibly likely to survive 1 attack, meaning you'll deal about 70 damage while resisting 35, stronger than most actual 7th level spells. This gives you the tankiness of a dragon.
  • Your familiars ability to "let you breath fire" for free each turn acts very similar to a legendary action, a very dragony effect.

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