The Workings Of Multicalss Warlock Spells?

Multiclassing in Dungeons and Dragons is a powerful tool for character optimization, allowing players to improve their spellcasting skills or branch out into martial fighting. When multiclassing as a Warlock, spell slots are obtained separately from other spellcasting spell slots. Warlocks have pact magic, and their spell slots are always of the same level as in the warlock progression table. There are no “lower” spell slots, and spell slots can be used interchangeably for casting warlock and bard spells.

Warlock spell slots are only increased by warlock levels and don’t change based on multi-classing. Spell slots can be used to cast wizard spells and vice versa, but spell slots and pact magic slots don’t combine when multiclassing. Warlocks multiclassed with another caster class will have two different pools of spell slots. For example, a level 3 Warlock/lvl 3 Paladin would have two 2nd level Warlock spell slots.

Warlock spells are only usable in multiclass after all other slots have been used. Unlike other spellcasters, when you multiclass as a Warlock, you keep your Warlock spell slots and track slots for your second class separately instead of using them in multiclass. Warlock multiclasses who have access to Pact Magic can use their higher-level Pact Magic spell slots to cast spells from their other class.

In summary, multiclassing in Dungeons and Dragons allows players to improve their spellcasting skills and branch out into martial fighting. However, it is important to note that spell slots and pact magic slots are not combined when multiclassing, and they are only usable after all other slots have been used.


📹 Multiclassing Spell Slots – D&D 5e – Table Top Quill

In this video, I break down why multiclassing with spellcasters can get a bit tricky! Sorry, it’s been longer than average for a video …


Do warlock spell slots stack?

It should be noted that the spell slots are not a cumulative total of all non-warlock casting levels; rather, they are normal slots at the level of any spell that is cast.

How many spell slots do you get when you multiclass?

In order to ascertain the number of available spell slots, it is necessary to add together the levels achieved in the bard, cleric, druid, sorcerer, and wizard classes, and then to divide this figure by two and subtract it from the levels achieved in the paladin and ranger classes. The resulting figure should then be consulted in the Multiclass Spellcaster table.

How does spells known work with multiclass?

The multi-classing rules permit users to select spells based on their levels in specific classes; however, they receive slots based on the combination of classes. A sixth-level artificer is permitted to select up to two spells from the provided list. It should be noted, however, that JavaScript may be disabled or blocked by extensions, and cookies may not be supported.

How do spells work for Warlocks?
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How do spells work for Warlocks?

In the 3. 5 Edition source book Complete Arcane, 18 Warlocks were introduced, who received their abilities through supernatural beings like demons or feys. They are either born with these powers or receive them through a fell pact, turning their soul into a dark font of eldritch powers. Warlocks do not cast spells but use spell-like abilities called “invocations”, which represent the tapping of the power granted to them. The most important of these abilities is the “eldritch blast”, which is their main offensive ability, firing a blast of magical energy at the target.

The major difference between warlocks and other Dungeons and Dragons 3rd edition magic users is their ability to use their invocations “at will”, without a limit on the number of times an invocation can be cast. In contrast, Vancian magic users, such as wizards, cast a set number of spells every day from a wider selection of spells than a warlock.

The warlock’s biggest advantage is no real limit on the number of times per day they can use their powers. They have a few powers with limited uses per day, but 90% of their powers have no such restriction. However, they give up spell versatility, knowing only a handful of different tricks, which are all spooky, creepy, and oozing with flavor.

How do spell slots work for sorcerer warlock multiclass?

The issue is more global and affects any caster multiclass with a small number of Warlock levels. For instance, a Warlock with 1 level in the Warlock class and 1 level in the Sorcerer class cannot use Warlock spell slots for sorcerer spells. Starting at 3rd level sorcerer, Warlock spell slots are only used when burning all 1st level sorcerer spell slots. Warlock spells consume sorcerer level 2 spell slots, and the higher the level, the higher the level is spent to cast a Warlock spell. This also affects the bardlock multiclass, which initially worked as a natural progression but broke as the player respecced. Warlock spells seem to demand the highest-level spell slot available.

How do always prepared spells work?
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How do always prepared spells work?

In D and D, spell learning is straightforward, with new spells added to the player’s spell list. However, characters capable of preparing spells have additional flexibility with their magic. They can cast any spell on their class’s spell list as long as they have available slots of the given level. They must prepare which spells they can cast on a given day. When a character prepares spells, they prepare a list of spells they can cast that day from their class’s spell list.

This flexibility allows players to prepare the most helpful spells for their party, allowing them to adapt to various scenarios. Additionally, spell preparation is completed as part of a long rest and requires at least one minute per spell level for each spell on the list.

How does preparing spells work when multiclassing?

Multiclass characters can prepare spells for each class, such as a Cleric 2 / Bard 5 who knows three cantrips and three 1st level spells from the Cleric spell list and three cantrips and eight spells of up to 3rd level from the Bard spell list. However, the number of spell slots available is not present on either class’s table. Instead, a separate multiclassing spellcaster table is found in the multiclassing section of The Player’s Handbook. All multiclass spellcasters use this table to determine available spell slots. Calculating a multiclass spellcaster’s level varies depending on the class.

Do warlock pact spells count against spells known?

The Book of Shadows is a grimoire given by your patron that allows you to cast three cantrips from any class’s spell list, regardless of their list. If you lose the Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron, which destroys the previous book. The book turns to ash when you die. Additionally, you can increase one ability score by 2 or two by 1 at different levels, but cannot increase an ability score above 20. This feature is only available at the 4th, 8th, 12th, 16th, and 19th level.

Do you prepare spells as a warlock?

Warlocks can fire both level one and level two bullets with their gun, but only have two shots. They don’t need to prepare which spells they have access to, as they can load and fire any bullet at any time. Warlock gun chambers are all the same size, with all spell slots at the same level. They have fewer chambers than other classes, but they are the largest they can possibly be, essentially holding a hand cannon.

How does multiclassing with a warlock work?
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How does multiclassing with a warlock work?

The introduction of new classes, rules, and playable races has expanded the options for multiclassing Warlocks. Some classes use Charisma as their primary ability score, and multiclassing may be a better choice for a character’s unique build. Some Warlock Pacts blend well with Paladin Oaths, Barbarian Paths, or Cleric Domains. Warlocks must have a Charisma score of at least 13 before they can be multiclassed. Dual-classing is also available for Human characters.

The Artificer’s abilities don’t work well with Warlocks, but taking two or three levels in this class can provide benefits. Infusions can give bonuses to spellcasting, weapons, and armor for Bladelocks or Warlocks carrying a sword or dagger, dealing both melee and spell damage. Most Warlocks who dip into martial classes will be Hexblades or homebrewed derivatives.

What is a female Warlock called?
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What is a female Warlock called?

In the context of occult studies, a witch is defined as the female counterpart to a warlock.


📹 How to Play a Sorlock (Sorcerer, Warlock Multiclass) in D&D 5e

TIME STAMPS 0:00 – Sponsor 0:44 – Intro 2:03 – Why Play a Sorlock? 6:40 – Race & Ability Scores 8:10 – Level 1 9:27 – When to …


The Workings Of Multicalss Warlock Spells
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  • Celestial warlock- Divine soul is absolutely incredible. You get not only the warlock and sorcerer spell list but ALSO the cleric spell list, it is excelent for blasting, aoe, crowd control, buffs, debuffs. It is literally the most versatile caster I have ever played, especially with twin and quicken.

  • My wife’s backup character is an Aasimar Divine Soul Sorcerer Celestial Warlock multiclass where her mother gives her sorcerer abilities and her aunt gives her warlock stuff, and they have a soap opera-esque competition going on in the background of who can help her the best. I can’t wait for her current character to kick the bucket so I can start roleplaying angsty angel siblings in her dreams.

  • I would consider taking the Aberrant mind to 6th level for Psionic Sorcery and Psychic defense, before you spec into Hexblade. Mostly for Psionic Sorcery. It lets you cast the Psionic spells quite cheaply using sorcerer points, not to mention subtly. In fact, you may not even need to take subtle spell if you have Psionic Sorcery which will give you more meta magic options.

  • In defense of the short rest/spell slot discussion, I’d like to point out the genie pact for warlocks let’s you slip inside your magical pocket dimension as long as you’re touching it, then all the warlock would have to do is chill inside while the party carries the bottle around. More of a fair way of abusing the short rest recovery time, but still remember everyone. Check with your dm first

  • I play a sorlock aberrant mind with subtle spell, took the actor feat and mask of many faces and its so fun to infiltrate, I use spells like detect thoughts in secret and telepatic speech keeps me with the party. Incredible how far some subtle hexs in wisdom/charisma and slivery barbs can get you in negotiations and social situations in general

  • Thematically the Aberrant Mind Sorcerer also partners really well with the Fathomless Warlock if you want to go all in on creepy tentacle vibes. Also, at level 6, the Aberrant Mind can cast their Aberrant spells subtly if they use sorcery points instead of a spell slot, reducing the need for subtle spell if you are intentional for swapping out your subclass spells for ones that benefit from being subtle.

  • I’m playing a silver dragonborn divine soul sorcerer (blessed by Bahamut) with a dip into Undead Warlock (with the undead form ability reflavored as a draconic form because it’s just being tough, brave, and scary), with the Dragon Fear feat. He’s such a cool character! Having a good time with him. Being able to quicken cast a Hypnotic Pattern, and then add yet more crowd control at the targets who saved with my dragon fear or eldritch blasts shuts down so many enemies.

  • I recently played a Sorlock and had great fun with it, especially the RP aspect. Sorlocks are much greater than the sum of their parts IMHO. I ran a 1/2 drow elf. I went divine soul and genie. If felt Hexblade was too OP and as it was I felt a little cheesy. I loved having tons of cantrips. I found tons of RP fun with them and as a Sorlock, you get a lot of them. Mending, move earth, prestidigitation, sacred flame for hitting high ac opponents, and of course EB. I felt do what warlocks do best, blast away with EB. The warlock spell slots were more for a battery for metamagic and improving the spell selection choices that hurt Sorcs. I went down the elvish accuracy, darkness to hit with advantage with quicken. He was a machine gun and he used his spell slots for back up healing (so I took twinned along with quicken). I really like subtle and feel Sorcs should have this as a base ability as they are Sorcs, are not wizards! They don’t need rituals, and gyrations and books to harness magic, they are magical! The only real downside was aoe damage was pretty weak. The character was really fun and I didn’t feel like a second-class wizard as I do when I play just a Sorc. I started from 1 and went level 1 Sorc, 2-3 Warlock, 4 Sorc for metamagic. With a 17 Cha I did not feel bad waiting on my ASI/Feat until 7. Silence/Subtle is also a fantastic combo when facing other casters. It was hard not choosing repelling blast, but the utility of devil’s sight is just so much more meaningful in so many more situations outside and inside of combat.

  • with this multiclass its good to consider booming blade and green flame blade, especially since youre running hex blade but not going for multi attack. you can easily quicken spell booming blade and have a strong multi attack melee option that really racks up damage if you can get the secondary effect

  • So, my Great Old One Warlock recently learned that the Dracolich his group is fighting is actually his revered Great-great-great Grandfather. This opened up the possibility of me multiclassing into Draconic Bloodline Sorcerer, so this article came at the perfect time! I don’t know what you’re actually going to suggest yet, but I’m looking forward to it.

  • I’ve been toying with a sorlock summoner build that utilizes plasmoids, draconic ancestry, & genie patron (other subclasses would also work great for the warlock). I actually leaned into warlock more, doing 5 warlock & 3 sorcerer by level 8. The big gimmick is summon undead combo’d with the sprite familiar for consistent poisons & paralysis, but you can still do eldritch blast bursts on your nova rounds. Draconic ancestry means no armor, so you can hide in crevices as small as 1 inch across while your minions fight for you!

  • Something that I think people often overlook with this multi class is that you can make a really good blaster/battle felid controller and (assuming you took aberrant mind sorcerer) still have enough spells to get a pretty good illusion playstyle out of combat, which can really help the flavor of the character for social situations

  • If you want to Hyper Focus on the Blasting Aspect, I feel like the Undead is Warlock is is a pretty good Subclass Choice. Form of Dread gives you Temporary Hit Points every time you use it, is a Bonus Action and allows you to slap try slapping someone with the Frightened Condition meaning you’ve just slapped them with Disadvantage and hindered their movement lol

  • Would love to see some other multiclass options working with the sorcerer. Lots of room for creativity with metamagic. I recently played a multiclass of SorcererX/ClericOrder1. The domain ability Voice of Authority combines very well with the sorcerer and cleric spell lists. I went with the Aberrant Mind origin but I think the Divine Soul has a lot of potential too, especially in a group lacking a “healing-focused” cleric. Speaking of party composition, this multiclass really shines in a group with a paladin or rogue. Making use of the opportunity attacks’ granted by Voice of Authority, sneak attack and smite will provide a ton of damage. Silvery Barbs, Vortex Warp, and Haste are perfect support spells for this kind of build.

  • I decided to make the most cliched vampire I could make in 5e. So I went with Dhampyr/shadow Magic Sorc/Undead Warlock. He is absolutely fantastic. I only took spells if they’ve ever been used in vampire movies. Between Form of Dread, Strength of the Grave, and the Dhampyr’s bite, he’s nearly unkillable. He’s an amazing combination of soft controls combined with great blasting. I have so much fun flitting around the battlefield applying the dread form fear on people, summoning a fog cloud, or a swarm of rats or bats. Right now he’s Sorcerer 1/Warlock 3, but I plan to crank him with sorcerer now to the end. At lvl 9 he’ll be bringing on the hound of ill omen and mind whipping people. My only question to the group is which pact boon to take? I went with Pact of the Blade because I liked the idea of my vampire summoning his badass weapon for when he needs to get in close (rarely). I know Chain mechanically is probably a better choice because of the familiar, but i’m so tired of the familiar cheese. Would Tome be better for the utility aspect? Since I’m not taking any more levels of warlock I feel like Tome doesn’t really do much. Thoughts?

  • I like clockwork soul, and then just one level in hexblade. Take armor of agathys, use aid, and then the clockwork soul 6th level feature to shield yourself, you can be up on the front line and your armor of agathys lasts longer because the shield gets used before your temp hp. If you also use things like mirror image, blur, and the shield spell, you can be very tanky, and do decent damage with quickened booming blade/gfb and if you take war caster and bump your con your concentration is solid af and your only one level behind on your sorcerer spell progression. Also wrathful smite is awesome on this character

  • Was my last campaign aberrant mind sorcerer with hexblade warlock. Also half elf. Was a lot of fun. Limited it to 2 levels of warlock though. Took the dip after level 1 Sorcerer. I went more single target and getting advantage so eldritch mind instead of repelling blast. Genie is also a good dip for the cheese grater build. Subtle spell is not as necessary for Aberrant mind because of their subclass feature. Twin is always strong so depends on your spell selection. Quickened indeed a must. You already get Mind sliver free as an Aberrant mind. Toll the dead is decent in case have disadvantage on attacks. Telepathic is pretty useless as Aberrant mind already makes you telepathic.

  • my favorite one was on a setting that we started at lvl 3, it was a campaing in a HB marine setting were the DM gave me a free pass(it was my second character so the DM allowed for some stuff for the new players that is not in the rules, like a chance to tame a spider for a ride for my first character) with the character idea so i went with the then UA Fathomless warlock with the archivated Sea Sorc, started 2lvl warlock 1 lvl sorc, the sorc gave me sea curse which allowed for a cantrip to deal an extra effect depending on what it did, extra damange on lightning damage cantrips, slow on cold damage cantrips or extra 10ft push on forced movements, so using the pushing and slowing invocation i was able to push an enemy 25ft, slow them 10ft and hit them with a tentacle BA, used it to push a boss enemy out of a boat, was really fun until it got back on the boat and crit me and my PC blacked out.

  • I made an aberrant mind variant human lvl7, with spell Sniper Feat to get eldritch blast, Eldritch Adept feat to get agonizing blast (Dm allowed it). Change some aberrant spell to get hex. Result: At lvl 7 with quicken spell I attack with 4 eldritch blast + agonizing bonus + Hex per turn. (1d10+4+1d6) * 4 times.

  • I’m trying to come up with a Sorlock build for the Descent into Avernus campaign. I’m thinking of going pact of the tome for the warlock with shadow sorcerer. My DM is allowing me to put together an origin spell list for the shadow sorcerer and that’s where a lot of my damage spells are coming from (a lot of warlock type spells there). My back story is that my character is a Shadar-kai whose parents were sent to the material plane to help spread the worship of the Raven Queen. He was born on the material plane and has never been to the Shadowfell. I don’t know how I’m going to split the levels or even if I should multiclass at all (I could go straight sorcerer I guess but I would lose ritual casting). I don’t know if I want to go straight warlock for 3 levels or sorcerer for 1 and then 3 levels of warlock or what. He’s fascinated by the various cultures he and his family encounters and so he studies wherever they put down roots for a while. He’s basically the eternal student until one night when the Raven Queen taps him for a task. That’s when he becomes a warlock. He’s going to be a total fish out of water during the beginning of the campaign. He’s going to be a blaster with a good amount of the usual party buffs and utility. That’s why I want pact of the tome for the ritual casting. He doesn’t have the stats for the ritual caster feat (I hate point buy) so that’s the only way to get it.

  • The thing most of the articles about sorlocks seem to miss is eldritch smite and thirsting blade invocations. Take your warlock to level 5 then finish out as sorcerer. By level 8 you are scaling fast with keeping high damage. By level 10 you are sitting on 4 3rd level slots 3 2nd and 4 1st. All of which can be used on a hit that does force damage, one of the least resisted damage types, and forces the target up to the huge size to its knees with no save option. I would also suggest taking as many support and control spells, quicken spell any spell that gives you advantage on your attacks and swing away.

  • I know this is off topic but… 1. Man you got some crazy shirts, Kelly! 2. Do you have a article on joining or combining the Eberron campaign setting (the Mourning with the nation of Syer) and lead in with and results from Drakkenheim? What items may a home brewer may have issues with? Overlap and Conflict in the lores that can’t fit and need workarounds? I’m sure I’m not the first to ask.

  • Taking Hexblade with no intention of getting into melee feels like a safety compromise. It’s also using the warlock levels as an ability package rather than anything character based. If your DM allows the Elder Influence it’s an obvious pairing for the Aberrant Mind, and offers even more opportunities to move enemies around.

  • Currently the DM, but one of my players is gonna do a kind of one-shot in the campaign soon and I have a Draconic bloodline/celestial warlock prepared. We have altered the draconic bloodline to act more like the aberant mind in terms of an extended spell list, but still. Adding pact of the tome gives me access to 14 cantrips (starting at level 7 total) and my main tactic is battlefield control combined with hex and quickened spell eldrith blast, which is gonna hurt.

  • I would probably go Hexblade/Celestial with Pact of Chain with Agonizing Blast and Gift of the Everliving ones. For sorcerers, I would take either Clockwork or Divine Soul (Most likely Divine Soul+Hexblade). Gift of the everliving ones is slept on quite a bit. The ability to gain max dice for healing on you is pretty good, especially how badly healing spells scale. I would also go 1 level sorc, 1 level Warlock, then 4 levels of sorcerer. This gives you 3rd level spells with only one level delay. With warlock, you cast Hex and then Eldritch blast. 1d10+1d6 is pretty good at lower levels, get to level 5 to get ASI and bump your charisma. Finally, at Level 7 take Agonizing Blast for good damage bump on your two beams. Level 8 would be Warlock 3 for your IMP. Bonus action distant heal (I am not 100 percent sure quickened spell for touch spells through familiar interaction works) to any downed allies by an invisible imp and max heal on myself if needed. Also Eldritch Blast go BRRRR XD

  • I’ve loved Sorlock ever since I found the combo worked way better for my idea of what a Necromancer was in dnd than the wizard subclass of the same name. Divine soul sorcerer combined with undead or hexblade Warlock for insane levels of undead minions, good croud control and aoe, and possibly even martial prowess with a longsword reflavored as a scythe.

  • Definitely should have taken Booming Blade if you’re getting Dissonant Whispers automatically. The two combo beautifully. Also, twin-spell vortex warp is one of my favorite things in the game. I’ve twinned vortex warp to switch a corrupt official with an innocent man just as he was about to be beheaded.

  • If you want to play a “fair” Coffeelock you can always play a race like Elf or Reborn who have shorter long rests. So you start your long rest with everyone else, and then take short rests and do the whole Coffeelock dance for the next 4 hours while your party finishes their rest. This isn’t ever increasing like a normal Coffeelock who tries to never take long rests just strings of short rests. Just something that popped in my head just now so it’s not really thought through so I have no idea if it works well, but it’s a thought that others can expand on.

  • A lot of people when doing this combination of classes seem to gravitate towards more sorcerer less warlock, but what about the other way around? I’m toying with the idea of doing a hexblade that has a 3 level dip into sorcerer for some lower level spell slots for casting shield and other useful low level spells as well as a little bit of meta magic and the constitution saving throw. Divine favor also seems like a super useful ability at all levels of play. While I know most would argue that for a martial build like hexblade warlock that combining it with paladin is more optimal, I do think that the access to higher level spells faster is valuable, even if it’s on pact slots with their limitations.

  • I think a daolock custom lineage character with a crusher, pick up telekinetic as well, and repelling blast. you only need 2 levels of warlock and by level 5 you can shove enemies so dang far, now granted repelling blast is only away from you, crusher is in any direction, and telekinetic is near or away from you, so I’d ask allies to stand directly in front of the web spell if possible and most times you’ll just be able to shove enemies back into it and hopefully waste their action but it should increase the longevity of web and keep it even more relevant in later play than it currently is, which is pretty dang relevant lol. also Tasha’s mind whip is excellent as a reaction spell if you pick up war caster. as well but blindness deafness I think is handier in general. if it’s not 100% necessary to drop their movement but you could give the heavy hitters in the group advantage on their attacks against the enemy.

  • Use the origin manager to put 2 points in cha/con with a mountain dwarf sorcerer with the blood bullshit item that let you gain 5 sorcery points each time you roll to gain HP, and at 4º lv pick dwarf resilience/constitucion (dont remember the name) that let you make that roll each time you evade an atack and you will be having almost unlimited sorcery/spell slots xD

  • I don’t know, I personally like a divine soul sorcerer and hexblade. Throw in Polearm master and sentinel. Stop the enemy at 10ft then EB with agonizing and repelling blasts rinse and repeat until dead…oh wait I almost forgot, do all this in Spirit Guardians. You can also use a quarter staff and warcaster if you build to that high of a lvl I would take Tome for versatility.

  • Long time fan chiming in here. So I’m a forever Warlock when im not DMing, Ive played every subclass and pact, and I would love to see a article from you guys where you dive in and discuss a great warlock build where you dont choose Hexblade or E Blast as a Cantrip. I feel like every time the class is brought up by people (not you guys) it just gets reduced to jokes about how you should just do Hexblade and E blast. I can tell you from my subjective experience that when I tried this I have never had as much fun playing DND. Limitations breed creativity and it was so much fun. Also, playing the typical E Blast warlock can become very boring and unfulfilling most of the time especially when the class offers much more than just casting E Blast every combat encounter. Personally, I played an Undead Pact of the Tome Warlock. I would love to see this article from you guys and see what you come up with! Thank you if you read all of this comment! lol

  • I’m currently playing almost this exact build. Only took 2 levels in warlock, but I did add the 2 level fighter dip for action surge. Currently level 12, and I can quicken and action surge on the same turn to throw 9 eldritch blasts at once. If I have Hex and/or Hexblade’s Curse active on the target, I can drop well over 100 damage on that turn. Btw metamagic adept ramps this build up a bunch. The extra sorc points and metamagic options really increase your versatility. With multiple spells available for utility, buffing, debuffing, and control, in addition to the built in blaster potential, you have tons of options in every combat and outside of combat as well.

  • If you’re looking to get this online as early as possible, sorcerer 3/ warlock 3 is the way to go. You end up with everything you need to make the combo work well. The warlock gives you repelling blast, agonizing blast, and one utility invocation, as well as 2nd level pact slots, which you’ll need for recharging quicken spell. From the sorcerer side you get sorcery points, meta magic, and font of magic. For combat you can setup hex, spirit shroud, web, cloud of daggers, grease, or some other hazard as a bonus action and then blast creatures into it. Alternatively, if you want pure power, quicken eldritch blast and follow it with more eldritch blast. Now you’re a bow fighter that can action surge twice per short rest and has area control and spell casting on top of that. The max damage by level 6 is 4×8.5 (assuming an 16 on Cha), which equals 34 damage. You’re dealing damage on the level with a single casting of lightning bolt at level 5, plus knocking an enemy back 40 feet. And you can do that twice, unlike the fighter. It’s pretty brutal, even without the field hazards.

  • I have been playing a sorlock since the start of summer. I started VHuman with metamagic adept. X levels devine soul, one level hexblade for hex warrior. His forte is reducing saving throws. the synergy between twinned mind sliver, quickened bane and silvery barbs is bonkers. The party druid has been ending combats with entangle and hold person. You can swap concentration to hex to keep entangled foes in place. (I can twin it at my table)

  • I’m building an aberrant mind sorcerer for a solo adventure, so I want ALL of the shenanigans!! I plan on going with Warlock, as well, for the medium armor if nothing else. Subtle is going to be one of my hands-down metas because an enemy can’t counter my counterspell. It’s also a flavor thing as it’s seeming like I am blocking the spell with my mind. I’m surprised that you guys didn’t mention sleep for control. I plan on using that one as much as possible, as well especially in early levels. I have a LOT of ideas for this character.

  • I would prefer a Warrlock that multiclasses into 3-5 level of Sorcerer than a Sorcerer that goes 3 to 5 levels of Warlock. My favorite combination for Eldritch Blasting and battlefield control is Genie Warlock with some levels of Clockwork Soul Sorcerer. The reason why I want more levels of Warlock is because there are so many invocations that i want for my character.

  • Aberrant Mind/Great Old One with Subtle Spell lets you lean into the silent psionicist theme. I would play a character inspired by Lovecraft Country. Noble background from a family of secret warlocks, and my character is the sign of changes being the first one born with the magic. Get to play around with if the sources are the same or not. Perhaps the warlocks were trying to calling for one being but a different one answered the call and my character is touched by the original being called.

  • I haven’t actually been able to play this in a game yet but the style I think would be fun to play is Divine Soul/Hexblade Warforged, with half plate and 14 dex. Then you sit in the mid/back and cast Support/Debuff spells while peppering with quicken eldritch blast. You’re super hard to hit and when you do you have really good con

  • I’m playing a sorlock in my current campaign. I’m trying something new with building for utility and rp rather than optimizing for combat. 8th lvl wild magic sorc and 3 lvls of undying warlock. A warforged repurposed into a wheelchair (the artificer wasn’t the best so his spellcasting was affected) who is mouring the loss of his loxodon rider he was charged with protecting.

  • Does anyone have advice for a Variant Human Wild Magic Sorcerer at Level 4 who maybe wants to “make a bargain” into Warlock multi-classing? I am about to proceed to Character Level 5. Note: my Feat is Metamagic Adept, with my current total metamagics choices as Empowered, Quickened, Transmuted, Twinned Spells.

  • I think there’s a case for Genie warlock too. Your vessel gives you the chance to short rest while the party or familiar carries you, without interrupting everything. Plus access to some great spells. And pact of the chain instead of blade, and gift of the ever-living ones instead of repelling blast so you can heal very well and carry your own vessel

  • OK new to DND but I have a question can genie’s wrath trigger an elemental affinity bonus from a sorcerer of the draconic bloodline? For example if I have a fire dragon has an ancestor and a fire genie and then I hit on an Eldridge blast. does that Eldridge blast now deal fire damage so I could add my crism on modifier to it a second time on top of the genie’s wrath damage?

  • Interesting. Now help me with Sorcerer-Ranger. Sorc first is a ” must “. Dragonborn Draconic Bloodline Sorcerer. Idea is to dip into lvl 3 Ranger to get Drake Warden sub-class.. but then I have to forgo Meta Magic or what?? So my rolled stats are 13S ( incl +2 DragonB ), 13D, 16C, 14W, 16I, 17C ( incl +1 DragonB ). Topaz Dragonborn with Necrotic breath/ res, Amethyst Draconic Bloodline. Focusing on thematic fitting spell like: necrotic, water, force, psychic. Drake Warden drake was to be an homebrewed Emerald Drake. Advice?

  • Since you’ve already got combat locked down with Eldritch Blast and leveled spells, you might want to focus a little on utility, and for that, you might load up on utility cantrips. With the same 3 Warlock/5 Sorcerer split but a different choice for your Warlock subclass, you could have 14 cantrips by Level 8! Go with the High Elf variation of Half Elf, Celestial patron Warlock, Aberrant Mind Sorcerer, and Pact of the Tome. Cantrips: 1 Half High Elf 2 Warlock (Eldritch Blast + 1) 2 Celestial patron (Light, Sacred Flame) 5 Sorcerer 1 Aberrant Mind (Mind Sliver) 3 Pact of the Tome Total: 14 You give up some AC and the ability to make effective melee attacks. In exchange, you become the “cantrip for every occasion” guy, giving bards some competition for out of combat utility. And none of this requires you to choose a different set of leveled spells, invocations, metamagic, or feats. You could even take Magic Initiate to make it 16 cantrips, but honestly, this is just overkill, and there are better uses for your ASI. You could also swap out Repelling Blast for a “cantrip-like” invocation like Mask of Many Faces or Misty Visions, or pick up a couple of ritual spells with Book of Ancient Secrets.

  • My favorite moment while playing a Dark elf Divine soul/Sor-hexblade-lock. While doing a castle siege. Our objective is to sneak in during a battle. Kill the leader and his LTs, and the rest of the troops are honor bound to surrender to the victor who was the morally gray guy we decided to work with. Before the battle started the leader and his two LTs arrive at the Main wall to do some dialog. Before this, I asked how high is that wall? (Answer: “about 160 ft.”) And how far are we from that wall. (Answer: “575 ft. rounded up.”) Then looking down at what Invocation I picked: Agonizing blast, Eldritch Spear, and Hand of Hadar. Then looked at my Meta Magic: Distant Spell, and Heightened Spell. My Aerospace Engineering Mind instantly went to work. It was simple to find the missing hypotenuse for the C factor: c = √(a² + b²) = 596.8 ft. alpha angle is 15.55 deg., bravo angle is 74.45 deg. (If you’re smiling right now you know what’s coming.) For lesser minds in math: it’s called a triangle. I instantly interrupted the DM with “Enough Talk!” I cast Eldrich Blast on the Leader.” Shocking the hell out of him and the party. Of course, all of them were in disbelief as I walked them through how I was able to do this. But first I had to beat the Reaction Roll. I did it by one. The result: Eldritch spear: eldritch blast, its range is 300 feet. Combined with MM: Distant Spell. The Eldritch blast range is 600 feet. Thanks to Heightened spell. The Leader’s saving roll was at disadvantage and I NAT 20 the first Eldritch Blast.

  • With Aberrant Mind + GOO, there’s good flavour but Telepathic Speech and Awakened Mind are kind of redundant. Also the GOO Expanded Spell List is kind of redundant as well. re: Subtle Spell metamagic, Psionic Sorcery reduces the bang from that buck. With Hexblade 3 the most useful thing you get is the medium armour proficiency. Alternatively you could take Variant Human or a Custom Lineage for the extra feat (giving you 2 with a 3/5 level build) and taking the Moderately Armored feat after you have that 1st level of Warlock (which could be at 1st level). I’d suggest Celestial Pact is a very strong pick in that case (good Extended Spells and features). Having at least an 8 cantrip tool box at level 2 is pretty useful.

  • My fave Sorlock: GOOlock + Divine Soul (x)…If you go pact of the tome, you become the cantrip master (just take Druid list stuff from tome), have language-barrier free (basically) telepathic Message (within 30 ft), light armor prof, ect. I like the story potential too…maybe worshiping a GOO has caused you to change biochemically? Maybe you made a desperate deal with a creature whose nature competes with your divine upbringing? Great dark/light, known/unknown dualisms to play with in character dev

  • Sorlock is my favorite playstyle. Over the past three years I’ve played a Divine Soul/Celestial Warlock and a Hexblade/ Divine Sorcerer. But the best by FAR is my current character: Air Genasi (Monsters of the Multiverse version) Clockwork Sorcerer/Genie Warlock ( I call it the “AirLock” build). Currently Sorcerer 5/ Warlock 3. When multiclassing Sorlock, by level 20 you lose an ASI, your level 18 Sorcerous Origin feature, a few higher level spell slots and delay level 9 spells until level 20. But you get so much in return, at such an early level, I think it’s worth it so far. Having 2 level 2 Pact Spell slots is the equivalent (a little better actually) than the sorcerer level 20 capstone ability, and you get to use it from level 8 on. I can’t overstate how nice it is for a sorcerer to be able to regenerate 4 Sorcery Points on a short rest, especially at lower levels. I went Sorc 1, Warlock level 2, then went up to 5 levels of Sorc before taking my last two levels of Warlock. I muddled through level 1 with Shocking Grasp and Mind Sliver, letting me take Shape Water instead of Fire Bolt. As nice as it is to have medium armor proficiency, I’ve found for me so much of the Hexblade toolkit isn’t useful if you’re not going into melee that it isn’t worth it. Instead, concentrate on not having to take hits in the first place. Use spells like Shield, Shocking Grasp, Misty Step and Dissonant Whispers to keep enemies at a distance or unable to hit you. Utilize cover effectively. If there’s no cover, Eldritch Blast then drop prone— all ranged attacks are now at disadvantage against you, so they’ll tend to pick a better target.

  • The thematic and mechanical synergy between Warlock and Sorcerer does kind of expose some gaps in the official subclass options. They’ve got a bunch of them covered, like the Celestial/Fiend Warlock with Divine Soul, GoO Warlock with Aberrant Mind, etc. But there isn’t a Dragon Patron Warlock to go with Draconic Bloodline (maybe if there was a 5E Dark Sun book, but that might be a faint hope with WOTC working on One D&D and Thri-Kreen already being released in MOTM), or a Fey-Blooded Sorcerous Origin to go with the Archfey Patron (Wild Magic can qualify as “close enough”, but it can also be argued that Wild Magic is closer to Limbo or Pandemonium than the Feywild, and that a Fey-Blooded Sorcerer would be more about enchantment, illusion, and deception as opposed to random spell effects).

  • My character Nova is a Tiefling Star Spawn Sorcerer/Nebula Warlock (obv homebrew subclasses from the “All the Lights in the Sky are Stars” homebrew pack, I’m sure you can guess the theme) RN she sits at 7 warlock, 6 sorc, with the intent to go the rest of the way sorc. She’s v much built the way she is for roleplay/story reasons more so than being a strong build, she really just does a bit of everything, though mostly utility ig? Maxed cha at this point with 16 con and 14 dex (don’t ask me about my other stats… 10 passive perception is truly always funny as it is painful <3 ) gonna get studded leather down the line but rn a party member uses and item to put mage armor on me each day, gotta protec the bean. Her invocations are: Agonizing Blast (duh), Misty Visions, Eldritch Sight, and Eyes of the Rune Keeper. agonizing blast for the extra damage and the pure utility of always having detect magic on hand and illusions at will has been amazing. My DM uses different languages often so I can't count how much eyes of the runekeeper has come in handy! Her meta magics are (she has meta magic adept): Quickened spell (duh), twinned spell, subtle spell, and distant spell. I just love the flavor of being able to push spells to do things they shouldn't be able to on her- just willing them to be more. I also just have a few touch spells that can be nice to pass out at a distance as I def shouldn't be on the front lines <3 She's pact of the tome to have just.... SO many cantrips, there aren't many new cantrips I can take at this point lmao (even w takin a homebrew one!). I am spoiled for choice: Guidance, Mold Earth, Shape Water, Prestidigitation, Mage Hand, Mending, Light (homebrew tief spell), Eldritch Blast, Mind sliver, Toll the Dead, Ray of Frost, and Illuminate (and will pick up message again soon) Currently have banishment and fabricate for my 4th level warlock slots 3rd I have: Hypnotic Pattern, Hunger of Hadar, Fire Bolt, Dispel Magic, Counter spell, and Lucky Stars 2nd I have: Detect Thoughts, Hold Person, Enlarge/Reduce, Invisibility, and then Moonbeam and Starlight Shroud from hb tief. 1st level is mainly just spam detect magic and silent image from my invocations, but I also keep hex on hand and iceknife. (frankly these slots are usually just sorc point fodder) There are a few key spells here you may think are missing but it makes more sense when you know what my subclass abilities are. From sorcerer I get Out of Phase and Bend Space: The first allows me to basically Kitty Pride around for a turn doing psychic damage to those I pass through and get through walls and things (both counts as difficult terrain obv). The second basically allows me to vortex warp a single creature for just 1 sorc point, OR reaction negate damage and tp myself away 30ft if hit with an attack. Both of these are SO cool. From warlock I get: Shimmering Cloud and Stardust Magic. For the first I get basically a nebula cloud that protects me (a bubble of temp hp) when I cast a spell using my warlock slots- which gets bigger the bigger my warlock spells are, so about 20hp with 4th level slots now. Stardust magic is basically an expansion on this tho I don't use it often, I can spend some of that temp hp to make a temporary object or cast another lower level warlock spell. Both situationally useful (more so the first) but usually not worth it. She's a wonderful little multi tool whos often able to solve problems in unexpected ways (esp w the Kitty Priding places, its SO fun. Very iconic ability), and is so very annoying to actually pin down and hit w/o even getting into her magic items (yes she has a cloak of displacement, how ever did you guess?), and you know being in the backline of her otherwise v frontline party (thank you moon druid, hb sub paladin, swashbuckler rogue, and hb subclass monk). But she's great at just laying in that consistent extra damage with eldritch blasts, and fireballs, and cutting up the battlefield with hypnotic pattern and hunger of hadar- just always able to do exactly what she needs to help out! (also being able to throw dragons breath on wild shapes that don't normally have good attack options? Always golden) I actually was thinking of grabbing telekinetic down the line to help with the AOE spells and 'cause its v fun with her space manipulation themed abilities already. But tbh I don't even need it. Prob also gonna be a level redistribution down the line depending on how story things go once Nova realizes her home is a cult and have totally been using her and she starts wanting to back out of those warlock levels a tad <3 (After all what star themed cult wouldn't go out of there way to 'acquire' a rare star spawn sorcerer?)

  • Just started a new campaign with a level 1 hex blade. You’ve certainly given me a lot of things to consider. After I hit level 3 I’ll have to make a Big Decision to see where I go. Right now the paths are: A) Commit fully to Warlock, never multiclass; B) focus more on melee damage dealing, multiclass into Rogue with plans to go Swashbuckler; or C) Focus more on spells, multiclass into Sorcerer (probably Shadow or Storm for character reasons)

  • I run a Shadow Sorcerer/Hexblade in our current campaign but I’ve only just hit level 5. I originally wanted to do a Raven Queen Warlock for full on shadow flavour but our DM didn’t allow UA so I figured Hexblade was the closest thing. Kinda neat now with Darkness/Devil’s Sight for a nice combo, just gotta stay away from the rest of the group 😅

  • Just started a campaign as a Celestial Warlock and I’m planning to multiclass as Divine Soul Sorcerer at 3rd level. I intentionally avoided hexblade and all that because I hate how much it’s the “obvious choice” and I want to make a Divine Warcerer work. I’m also the designated party healer: Fighter, Barbarian, Druid, Rogue, Bard, Warlock. I did take Agonizing and Repelling Blast because they feel essential as eldritch blast is my only real damage dealing. All my spells are buffs and healing, by design. The dip into Sorcerer at level 3 is followed by third level in Warlock for a Hollyphant familiar the DM already signed off on, 4th for ASI, then get to 4 Warlock/3 Sorc for metamagic. I’m less worried about big damage spells and all that because of the party make-up. I’m building for versatility. Every Celestial Warlock level gives essentially a free healing word to use per day (60 foot 1d6 heal, 1+1/level), and the Sorcerer levels give metamagic and sorcery points to get more out of eldritch blast and my buffs and heals. Is it going to be the absolute most mechanically ideal healer? No of course not. But it’s pretty fun so far, and the character is also the party face with high charisma, and as an Aasimar I get extra healing and wings, and a halo.

  • Monty & Kelly at the start of the article: “You’re really going to be the blaster archetype.” Monty & Kelly by the end of the article: “With Twin Spell your battlefield control options are unmatched.” Honestly Agonizing Blast and Empower Spell seem to be holding this character back as you’re talking about it here. The control aspects really shine over the raw damage output. I’d take Grasp and Repelling Blast for two different kinds of forced movement, and then Quicken and Twin as the metamagic to maximize the control aspect of the spells you pick.

  • Personal preference, but if I was building for 8th level, I would go 1Sorc/2 Warlock/Rest Sorc as my build layout. I don’t think the enhanced crit feature (on one target, for one min) is really worth the third level of Warlock-HexBlade. I can see why you might want an additional 2nd spell, or even to regain 2nd level spells- but that is frankly not that important to me. I think getting Armor and Shield early is well worth it, and my first feat would take my 17 cha to 18- with one of the excellent options listed. That means I have a Cha 20 when I do get to 10th and before I leave 2nd tier. I think your invocation choice is solid, with Devil sight switching for repelling blast if you want to shoot targets INSIDE your Hunger or Darkness spells. Lots of ways to play this one. My ability to act as a highly defended blaster while building power into tier 2 is more satisfying for me.

  • I’m playing this exact build right now, but I am more melee based. Currently I’m 13 levels on hexblade and 4 on aberrant mind. I started aberrant mind and didn’t pick it back up until the last few levels. We’re going to twenty so yes I missed out on ninth level spells, but casting about 9 fifth level spells a day is pretty good. There were a few points I felt weaker (really early levels and around level 11), but at other points (especially now at 17) it feels EXTREMELY powerful. My main strategy is to throw down spirit shroud and get to attacking with my quarterstaff and polearm master.

  • Playing Princes of the Apocalypse and my level 4 Draconic ancestry Brass Dragonborn sorcerer just took a level in Hexblade after being knighted by the Feathergail Society and recieving a magical +1 2d8 longsword that lets him cast Zephyr Strike once a day. Almost like a bladesinger I can run into melee, quicken cast some Green-Flame Blades, and follow it up next round with another GFB and then Zephyr Strike out to saftey and continue the fight by twinning some support/buff spells on my allies. With medium armor, Shield spell, Armor of Agathys, Blade Ward, and Hellish rebuke he is covered on defenses for a round or two and can hold concentration on Flaming Sphere if extra damage/battlefield control is needed.

  • I was kinda hoping for a bit more combo options listed. I am well versed in the greatness of Hexblade and Holy Soul-y. And while swapping Divine Soul for Aborant Mind is a novel idea. I would like to know what works well with Genie-lock, Fathomless, and Archfey. Or perhaps what works best with Clockwork Soul, Wild Magic, and Shadow soul.

  • For a Sorlock i prefer the Draconic Magic Subclass, cause you get this higher Armor Class for free with the Scales, without getting Encumbered cause of the 8 in strength. Combining this with the Amethyst Dragonborn gives you the Damage Bonus of your Charisma to your Eldritch Blast what spares one Invocation i would spend for Beguiling Influence, making this Sorcerer more capable in Social Situations. I would also take the Archfey Warlock or the Great Old One to get the Spell lists with Crowd Control Spells. You just have to search for the Force Damage Spells.

  • I was playing this dope variant human Sorlock like Dr. Strange my DM was cool with me leveling both at the same time but I had to sacrifice my health so I was level 4 in both classes(lvl 8) with like 24 health path of the tome and my tome was from a litch that had every spell id learn through out my life and they’d let me component cast any spell I had in the tome i learned hand signs and all this cool shit and I flavor texted the fuck out my spells

  • Halfling draconic bloodline sorceror 8, warlock 2. Great fun. Subtle spell, twin spell, then distance spell and quickened spell thanks to Metamagic Adept Feat. Invocations are Eldritch mind (advantage on concentration checks) and devils sight (using the darkness spell combo). Counterspell with distance spell metamagic is good – they are out of range to counter your counterspell!

  • Eldritch/Metamagic Adept, not Adapt I would usually stop at Warlock 2 for the pact slot and invocations. Why did you go to warlock 3? you didn’t really get into your pact boon, which would be the only real reason to. Empowered spell is kinda meh.. minorly impactful at best (my fireball almost did low damage.. but now its avg!). The number of impactful concentration spells that can be twinned is ridiculous. Kelly talked about how expensive it is, but its only 1 point for a 1st level spell, which is less than quicken.

  • I ran the same subclasses but I could nuke a boss with a 2 round build up of rocking Hex and Hex blade’s curse. Once those are put on the victim you can fire Eldritch Blast and quicken upcast Scorching ray. with a 9th lvl spell slot you can focus fire 34d6 4d10 + 90 not to mention the increased crit range of 19-20. Get advantage and you are putting on the hurt.

  • One great way to address the (in)famous “Coffeelock” cheese–taking 8 “short rests” to turn your warlock spell slots into sorcery points, effectively getting infinite spell slots–is to use the Optional Rule in Xanathar’s Guide to Everything regarding forgoing a Long Rest. Every time you skip a Long Rest to “get your coffee on,” you have an increasingly difficult Constitution Save to avoid taking points of Exhaustion, making the “Coffeelock” viable for one or two “all-nighters”–but not an entire campaign.

  • Re: Starting as a Sorcerer with Wisdom at 10… Sad experience has taught me that not having a decent Wisdom save is devastating. Whether playing a Sorlock or Bardlock, I’ve found it better to start as a Hexblade to get the Wisdom saving throw proficiency. I set DEX & CON at 14 each (using the Half-Elf’s additional +1’s). I put 12 on WIS giving that save a +4. I compensate somewhat by getting my character a high AC as quickly as I can. Another thing is that I see the Warlock, even the Hexblade, primarily as a blaster – fighting mostly at range. Staying out of melee when you can helps a lot.

  • I went as a tiefling Fiend Warlock…..had no knowledge of his ancestry…..and at a later level discovered one of his parents was aasimar and went into divine soul Sorceror….. in Barovia….. We got lucky and killed Strahd basically by accident…….and completely disappointed the DM as the combat was fairly short…. Protection from good and evil is a helluva spell ….and foavored by the gods and Dark one’s own luck are might useful vs that high DC charm….

  • I started a character as an Aasimar Warlock (UA Seeker subclass) but after 5 levels I was getting frustrated about the lack of spell slots right about the same time as my character died ingame. As I felt I wasn’t done with her personality, I asked the DM to bring her back. After the sidequest to do so, all her further levels have been in Sorcerer (Divine Soul), with me roleplaying her death and revival as the “unlock” for her inborn magical abilities. She’s lvl 9 atm and the campaign seems like it won’t be done anytime soon. Levels 7-8 were a little rough, but overall I’m so happy I can cast more than 2 spells, ever. Even if my allies have 5th level spells now, I’m a strong enough Cantrip caster that I can largely keep up, and now I have the utility to back that up in other ways.

  • My current PC is a Clockwork Soul + Celestial Warlock, because the Planes of Order pair pretty well with celestial planes. He’s a battlefield controller, and healing to him is not much different than his Mending cantrip – he just likes putting things the way they should be, whether that’s people or objects. I reflavor his Healing Light as reversing the flow of time on that injury.

  • If you like me playing with lots of tokens, try Shadow Sorc + Undead Warlock. Two hounds, summon undead spell, + phantom steed. You can even make the summoned undead to ride the phantom steed. And why not flavor each type as one of four horsemen? We got putrid for pest, skeletal for famine, and ghost for death. Last rider can be the PC😂 Only down side is that it takes 11 levels to build 🙄

  • First off love your guys content. So I just started Dragon Heist. Will probably go onto mad mage after. I actually created a High Half-elf Aberrant Mind Sorc cause it sounded amazing. Do you guys think this would be a great option for this campaign? I am still pretty green to DND so any feedback would be great. Keep up the amazing content

  • As somebody who is trying the Sorlock for the very first time… It’s definitely not the beefiest version, since I’m not going for the Hexblade. The premise of the character is a Changeling information gatherer that was a long-seeded informant to lesser nobles and influential factions by posing to be a scion of a Moon Druid (there was some doppleganger… interactions… involved. Hence Changeling creation). He has now left the Summer Court for the Gloaming, in service to the Maiden of the Moon who has indentured them to aid in hunting down Lycanthropes. Given all this, I’ve made him a Lunar Sorcerer who is going to pick up the Archfey patron for his few levels into Warlock. So a lot of illusion magic, psychic damage spells and the odd enchantment and high Deception/Insight for infiltration needs. Definitely not the most optimized but, overall, I find it a very interesting combination.

  • Vortex Warp is great but also just taking Eladrin and using the Summer Fey Step allows you to misty step one ally instead of yourself which can be super useful and you get it proficiency bonus times per day so you might even be able to skip taking Misty Step all together and just use Fey Step which is pretty meaningful for a Sorcerer who needs extra spells desperately. Also, Twinned Spell with Divine Soul Sorcerer means 2x Guiding Bolt followed up by your Spiritual Weapon which now has advantage on its attack is a pretty powerful combo for only using 1 Sorcery point.

  • I’m currently playing a Clockwork Undead warlock and it’s an underrated combination. Rather than going high dps with half elf hexblade, it uses the bulkier spec to apply debilitating conditions. Combined with Pact Chain and invocation of the chain master providing poison and potentially unconsciousness, the battlefield control is immense. Undead provides the incredibly potent fear condition, which will make your party significantly sturdier and strength check based spells such as web even more potent. Clockwork Soul allowing you to techies abjuration spells means you have access to the full fleet of level 1/2 protection spells in addition to the restore balance feature. At level 6, clockwork soul has damage negation, which can extend the use of Armor of Agathys for increased sturdiness.

  • Really excited for when the OG campaign I’m playing in picks up again and I can get back into playing my High Elf Clockwork Soul/Hexblade – especially if we get to 16th level and I can activate Trance Of Order and then just blast away with normal and quickened Agonizing Eldritch Blasts that are all a minimum of 20 to hit before including the magic items he’s got that boost that bonus. Even better if he makes it to the level after that, so 6 beams per turn will become 8!

  • I played a Sorlock for a one-shot. It was limited to PHB, so I went Draconic Sorcerer 3/GOO Warlock 9 with Tome/Book of Ancient Secrets and Subtle Spell as one of the Metamagic options. The goal was to focus on battlefield control and out-of-combat utility while still being able to dish out decent damage and knock enemies into AOE control spells. I think the most clutch play was when I managed to cast Banishment on the bad guy and just end the encounter! The biggest miss was when I forgot to use Subtle Spell the 1 time I pulled out a Counterspell.

  • I love the idea of someone who was a Sorceror naturally, became terrified at their own growing power that they had little control over, and signed a pact with a greater being just to be able to exert better control over themselves. Like an otherwordly mentor that now charges them some sort of horrible tithe, in exchange for not blowing yourself up.

  • Elf is a must for the 4 short rests to use with Font of Magic when everyone else is taking 8 hour rests and Catnap is a must take spell. That is a ton of spell slots (basically at will Silvery Barbs). Also, if you go Sorcerer for your first 5 levels then I think you must go to sorcerer-6 for subtle spell on all your enchantment and divination spells, and I’d take as many of those spells as possible.

  • The very first D&D character I ever played was a sorlock, but I didn’t start out with that idea in mind. Let me start out by saying that, at the time, the only resource I had was the Player’s Handbook, so Hexblade and Aberrant Mind and the like were out. And again, this was my first character. I started as a hill dwarf wild magic sorcerer (I know dwarf isn’t optimal for sorcerer, but I wanted to play as a dwarf). I liked the idea of wild magic accidentally imbuing my character with magical ability, and he has to learn how to use his new abilities. Kinda like I was a new player learning how to play D&D. The player and character learned together. (Side note, I only twice had to roll off the wild magic surge table. The first time I got “The next spell you cast within the next minute hits for maximum damage,” which activated on the spell that was the killing blow of our combat encounter, so that was pointless. The second cast confusion on most of our party and several members of our opponents leading to an entertaining combat encounter.) Our Tyranny of Dragons campaign collapsed at level 8, and my character had made an even 4/4 split between the two classes. I haven’t been able to play that character since. With racial bonus, I started out with constitution at 16 and charisma at 15. I quickly realized that I made a major mistake when building my character (because, again, my first character). I figured as a dwarf, I would not be the most nimble of beings, so I dumped dexterity with a score of 9.

  • Are you guys mindreaders? I’ve came up with alsmost the exact same character concept the other day. Started variant human and took the metamegic adept feat to mess early on with it. Started sorcerer for a level then multiclassed in hexlbade for two levels en then back into abberant mind sorcerer. I took twinned spell for a twinned dissonant whispers very juicy even in higher levels and cheap (it think your mad not to go with twinned spell it’s just the best), the classics agonizing blast, regeling blast of course, blasting enemies to the other side of the map. You already get mind sliver as a sorcerer so i took minor illusion for creepy effects. The classic reaction bagage Silvery Barbs, Shield en Absorb elements for defense. Level 5 abberant mind soul sorcerer/2 Hexblade now. Took fey touched for gift of alacrity and Misty step. In my oppinion it’s better to go more sorcerer then warlock with these builds so i’ill keep going sorcerer for the rest of the way. Although i think 2 levels in fighter could get very crazy with action surge. Love the build.

  • Thanks for the advice, I’m playing a Sorlock for an upcoming campaign. So far, we have 6 players signed up, with a good amount of spell casters planned. But back to me, this will be my 1st time playing a Sorlock,. I’m starting with the dragon blood sorcerer, I haven’t decided on subclass for the warlock yet. I do however know I’m going to focus on being basically a blaster caster.

  • I’d like to make a suggestion for the Drow race and then picking up the Drow High Magic feat. You get infinite Detect magics, dispel magic and levitate is almost like a free hold person and will give everyone advantage on hits. The Sorc spells prepared is always a tiny number and those extra spells have a ton of utility. Esp. Detect Magic.

  • So fun fact. about 2 weeks ago, i leveled up my aberrant mind sorcerer to level 8, taking a level in hexblade warlock. fun fact, for characters already powerful, that 1 extra level away from sorcerer can absolutely break them. a mind-control based sorcerer with a mizzium apparatus and some other magic trinkets. it’s great, do recomend

  • Djinnilock + Storm Sorcerer is a fun and thematic build, I went with only two levels of Warlock so…definitely not optimal by any means but, still very good. Since we all went Custom and got a free feat, I actually took mobile and my character has yet to get hit…not even once. Kiting and staying out of range/sight is gold for your big stuff…if you’re not there for them to attack you, they’re never going to break your concentration.

  • When I’m multiclassing a character I want my character to feel like the comcept as early as possible, even if it’s weaker than a single class would be. I’d start 1 level sorceror then 1 level hexblade then Sorceror again. At 4th I could really go either way as either way leans into the character but probably 3rd Sorceror for metamagic. Either way the concept won’t feel fully online until 7 when I’ve had chance to take a CHA half feat for level 4 in one of the classes.

  • Could you guys try a weird triple class?? I have a bad habit of doing little dips, but I’m curious how you guys would approach a level 1 life cleric, level 5 celestial warlock & a level 14 divine soul sorcerer. The idea I’m gunning for is that battlefield control and healing ❤️‍🩹. I’m not looking to do level 9 spells but being that kind of ultimate support. I’m definitely gonna be doubling down on the eldritch blast, but the tricky bit here is having the 13 Wis 13 Str to have that heavy armor and multiclass requirement for cleric. Also I think if you dip into cleric you get the shield proficiency? I’m probably gonna be that weird guy and multiclass warlock and cleric and see how things fall apart haha 😅

  • I’m going for a dragon themed, Bahamut worshipping sorlock, so I have a Draconic bloodline dragonborn and celestial pact; making use of both war and life of Bahamut. Fortunately, my DM buffed the draconic blood line by modding it for my character to give him extra spells that he felt fit a dragon theme; using the newer sorcerers as a template… so 10 extra known spells fitting within abjuration and transmutation schools. When I reach warlock 3, I’ll be taking Pact of the Chain to mostly have a pseudodragon and taking invocations specific to boosting the usefulness of the familiar.

  • This is perfect timing for me, my group is currently playing Strahd and I’m a half elf aberrant mind sorcerer. I’m thinking about multiclassing into either warlock or Druid. Warlock is more of a power game direction and Druid would be more story (my group is currently looking for our former characters who were abducted by Strahd – hook from last campaign to get us into Strahd – and my former character who is my current characters bestie is a moon Druid). Druid would be easier for my DM to work into the game and I have some ideas on how to make it work (casting blink and then Wild shaping into a dire wolf for pack tactics when I pop back in) but I don’t get a subclass until 2 levels of Druid (moon). The only warlock subclasses would like to take would be Hexblade or celestial (my character has a star elf mother and half moon elf Father so I think celestial could be thematic plus who doesn’t like quickened/twinned healing) but not sure how to bring it in to the game. Anyway, long ramble, many decisions to make before we level up to 4 because that will set up the multiclass.

  • Nice Dudes 😀. I have played from the start Sorcerer ( clockwork ) That has the Vampir daddy and Undead patron. 2nd level when I died the Warlock kicks in. 1st level Warlock has permanent spider climb, vampiric bite and all good frightening conditions. Now just 1 level dip in warlock and 4 level sorcerer things seem to roll just nice. I try to stay as a support and background blaster but got the role of being scout. Nice. Intimidation and charisma based skills helps with social encounters. Semi Vampire sorcerer is a nice combo !

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