Sorlockadin (5e Optimized Character Build)
From D&D Wiki
A knight sits comfortably in a grassy field, staring 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. Strength is the only ability that does things at odd levels - it increases your carrying capacity and jump distance - so it can safely be left at an odd level if you want, because you don't need it to attack.
- Human Variant:
- Str 15, Dex 8, Con 16, Int 8, Wis 8, Cha 16
- This combos well with a racial feat that doesn't modify your ability scores, like War Caster.
- Str 16, Dex 8, Con 15, Int 8, Wis 8, Cha 16
- This combos well with Resilient (Constitution), but your racial feat should be a half-feat that raises Constitution to 16, if possible. Skill Expert can be used if you prefer, but Resilient (Constitution) is usually the best choice.
- Str 16, Dex 8, Con 16, Int 8, Wis 8, Cha 15
- This combos well with a Charisma half-feat, like Fey Touched.
- Str 15, Dex 8, Con 16, Int 8, Wis 8, Cha 16
- Tasha's Custom Lineage:
- Str 15, Dex 8, Con 15, Int 8, Wis 8, Cha 17
- Combine this with Resilient (Constitution) if you want a Charisma half-feat at L4, Fey Touched or Skill Expert if you want Resilient (Constitution) at L4, or a straight feat, like War Caster, if you want +1 Con/+1 Cha at L4.
- Str 15, Dex 8, Con 15, Int 8, Wis 8, Cha 17
- Incredible stat increase that can help create two stat distributions. It depends if you want to take the Elven Accuracy or Fey-Touched feat or not. Hint: You do.
- 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
- 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 Phlegethos feat.
- Heavy Armor Levistus: Str 15, Dex 8, Con 15, Int 8, Wis 10, Cha 17
- Medium Armor Winged/Glasya: Str 13, Dex 14, Con 14, Int 8, Wis 9, Cha 17
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.
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 and Divine Smite.
- Level 3 Warlock: You need the Hexblade Patron so you can attack with charisma. The extra spell slot that recharges 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: You're 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 ridiculously powerful with this build. Being able to use a cantrip as a reaction really increases damage output.
- ASI 3: Resilient Constitution. 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.
- 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 ridiculous amount of damage to be outputted very quickly.
- Combo 2 - Flaming Sword: This is actually fairly simple to pull off. You need to have selected Gold, Red, or Brass as your sorcerous origin. Cast Quickened Green-Flame Blade as a bonus action, then Green-Flame Blade as an action. You'll add your Charisma modifier both times. Because GFB only rolls for its fire damage once (for the same reason Fireball only rolls for its fire damage once), your Charisma modifier will apply to both targets as soon as GFB starts rolling any damage at all, which occurs at level 5.
- If you're 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.
- Before you ask, Elemental Affinity doesn't work with Searing Smite - EA only modifies damage at casting time, and Searing Smite doesn't do any damage when you cast it.
- Combo 3 - Thunderous Punishment: War Caster can allow you to use a cantrip whenever you would be able to make an opportunity attack. It doesn't work with Booming Blade or Green-Flame Blade RAW, but your DM is reasonably likely to houserule that you can use it anyway. Booming Blade especially deals extra damage if the target chooses 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.
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.
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 biggest 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 incredibly 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 recommend casting at the 7th level, since it is incredibly 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 familiar's ability to "let you breath fire" for free each turn, acts similarly to a legendary action, a very dragony effect.