IMPORTANT IMPORTANT IMPORTANT: Make sure you start as a sorcerer or respec at level 3 to have your first class be sorcerer so you get proficiency in CON saves. That way you don't lose concentration on haste whenever some enemy sneezes on you. Also drop repelling blast for devils sight to make yourself immune to the darkness spell and just have an ally drop it on you so enemies can't target you with ranged attacks. Also for draconic bloodline, pick one of the two lightning dragons so you can add your charisma modifier to lightning charges for a dumb amount of extra damage (the +1 damage per hit is now +5 to +7). Also don't waste a point on extend spell, IT DOESNT EVEN WORK ON HEX like you said since hex is a duration of "until long rest" and 10 rounds on haste is more than enough. Pick twinned spell instead. It will allow you to pick 2 targets for haste.
Can't You can also grab 2 levels of fighter for a little survivability (med armor) and action surge so, between Haste, Quickened Spell, and Action Surge, you can drop 8 or 12 (at 10th lvl) Eldritch Bolts in one turn. With Hex that's 12d10 + 12d6 + 60 (assuming you took Agonizing Blast, why wouldn't you? and have a 20 CHA)
@@thebrewingsailor9172 Yes you can, but as a trade off you lose access to 5th level spells so it's a personal preference. You can get shield proficiency from being a human or half elf, since you'll be wearing the potent robe anyway (but lose access to med and heavy boots and helmets). You can also grab a single level in wizard since you can scribe spells equal to your max spell level, not wizard spell level.
Draconic bloodline already gives a built in mage armor, so you should be at 16 AC after first ASI. You dont want to delay your lv3 spells on sorcerer and you kinda need at least 2 lvs warlock for consistent dmg output, and at that point I think getting Cha to 20 is more important than 2 lvs fighter, so it's only a lategame Option for Action surge really
with draconic bloodline blue dragon at level 6 you add you charisma modifier to lightning damage. with spellsparkler and the legendary staff every eldritch blast procs lightning charges twice, this means every eb deals around 100 damage. 2 levels in fighter for surge action. congrats at level 10 you're dealing around 400 damage per short rest
@@ghostrecondelta1741 sadly this build isn't so strong anymore since they patched draconic bloodline adding your cha mod to lightning charges and damage riders are as strong in honour mode anymore
Don't listen to this guy, this is not a sorlock. This is a mess with uneven stat distribution, poor saves, and a focus on wrong spell slots and wasting SP that should be for actual spells. Its a joke build, I feel like he's pranking his viewers.
I recommend switching the metamagic a bit to having quickened spell and twinned spell as your initial metamagic and extended for your next one. Having quickened scorching ray with twinned eldritched blast is a popular and dangerous combo in 5e and it should be almost the same in BG3. Edit: Okay, Okay. No twinned eldritch blast after level 5. But 5 beams a round at level 5, with the scorching ray and e-blast combo, is still great damage. Plus, there are other 1st/2nd level spells, at 4th level, you can twin that are great like hold person, blindness, hex, and charm person.
@@FinalParty_ I can see that. Gatling gun sorlock is a broken combo in 5e and will probably break the game if BG3 lets it happen. Then, it would best to go your way with twinned haste at level 5. I would instead recommend either pact of the tome or pact of the blade depending on what type of build you are doing.
@@WolfspaneYou can't twin spell Eldritch Blast in regular D&D 5e. You're not allowed to at least. It's specifically states that you cannot twin a spell that can target multiple creatures. In the same way, you can't twin spell scorching ray. The person you are replying to was pointing out that you can technically twin spell Eldritch blast if you're below level 5, because Eldridge Blast only fires one beam until level 5. Meaning it can't target multiple creatures. If you want to confirm these claims, you can look up the tweets by Jeremy Crawford (rules designer for 5e) and Sage Advice (Q&A / FAQ published by WotC) regarding them with a simple Google search.
Spells that have multiple primary targets are not elligible for Twinned Spell in BG3 or DnD 5e. Twinned Spell states: "When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip)." Eldritch Blast does not target only one creature, even if it has the potential to do so. It's a fun combo, but it requires homebrew to pull off.
For gear you need the Potent Robe adding your CHA Modifier twice instead of once. The birthright hat will give +2 CHA up to 22 for extra damage. If you pick a lightning draconic bloodline and use the spellsparkler quarterstaff from act 1 you add your CHA Modifier to the lightning damage as well. Assuming 22 CHA this makes your damage 1d10+6. With the potent robe that's 1d10+12. With 3 blasts that's 3d10+18 or with the robe it's 3d10+36 now with the staff it adds 1 lightning damage but that becomes 1+6 from CHA because you chose a lightning bloodline. This applies your CHA Modifier 3 times total now creating 1d10+18, 2d10+36 or 3d10+54. Minimum damage on hit is 57, maximum 84. Take into consideration you can attack 2 or 3 times with quickened cast and haste allowing you to attack with 3, 6, or 9 beams. 9 chances to crit per turn. Assuming no crits that's still 3d10+54, 6d10+108, or 9d10+162 before crits. (Spoiler that's max 252 damage without crits!) Quick Edit: Use Hex first for 3d6, 6d6, or 9d6 necrotic damage from Hex adding another 3-18, 6-36, or 9-54 Necrotic damage Edit 2: for some Reason the lightning charges seem to trigger Hex additional times and also add the damage from Agonizing blast additionally as well. this seems to trigger often but not always reliably but its an extra 2d6 necrotic + 12 force so a nice little bonus for no reason is always nice
@@grindgod847Nop, they are not. Plus apparently hex and lightning charges are bugged I think so one can trigger the other on top of the blast trigger so even more damage
Storm Sorlock (10S/2W) my personal build that I fell in love with super early on: Potent Robe, Spellsparkler (Quarterstaff), Watersparks (boots) and a Necklace of Elemental Augmentation, cast create water at your feet and enjoy almost endless Lightning Imbued Eldritch Blasts.
2 points in fighter gets you action surge, medium armor proficiency, and extra ac from defense. You don't really get much for the 9th and 10th levels in sorc.
that's cool, but with two levels of Fighter at the start you get con proficiency, heavy armor and action surge, change sniping metamagic for twinned spell to share the haste and dump the rest into warlock. It will be funny when someone would try killing your 20+AC sniper and gets repelled into oblivion
Drop warlock all together go sorcerer3 (for quickened spell)->rogue 3 pick up thief (for 2 bonus actions)-> fighter 2 for action surge-> rest sorcerer ->drop 4 fireballs per turn
@@BrialMusic more speciafically rogue thief subclass for extra BA, looks good on paper but losing 5 caster levels is huge meaning you won't get lv 5 and 6 spells, yeah you could cast 4 Fireballs for an average of about 100 damage but by that time a lot of enemies are fire resistant and could shrug it off. And you would quite literally blow all your spell slots in a single turn meaning a ton of short rests also know as 5 minutes adventure days in the TTRPG.
@@LuizOtavioZen not to justify that build which ehhh not actually that good. but you can overcome the fire resistance if you take the fire draconic bloodline with sorcerer
Not to be a debbie downer. But that build sucks for a plethora of reason. Play it at your own volition but… there’s like a bazillion better ways to build your sorc.
Hunt hard for the chest piece that adds cha mod to dmg for cantrips. It stacks. So at 20 cha you're EB is a d10+10. There's also a necklace that adds another cantrip attack, so you get an extra beam. Be the machine gun you were destined to be.
Best optimization for this is to take Sorcerer to 5, then warlock to 2, then finish with Sorcerer. Starting with sorcerer gives you proficiency with constitution saves at level 1, which you want for maintaining your concentration spells, and taking it straight to 5 means you gain access to your game-changing 3rd level spells as quickly as possible. Eldritch blast is nice, but it’s not worth putting off fireball and hypnotic pattern until act 2. Starting with single-class sorcerer is perfectly viable with fire bolt at early levels. I would also either start with an even 16 in charisma, or 17 charisma and 15 constitution so that you can get them to even numbers with your ability score improvement (unless you plan on securing the +1 attribute deal with a certain green deal-maker)
Pickup Darkness and Devil's Eye instead of repelling blast. Extend or Quicken Darkness, hide in the darkness and blast everyone with advantage from safety. Darkness means you cannot Hex (both need concentration), but advantage on all attack rolls and they cannot target you with range attacks and get disadvantage attacking you in melee Sadly, they patched the Storm Lock getting charisma twice on Eldritch Blast. Add Spell Sniper feat and you have crits on 19-20 and two dice to roll per beam. Alternative method, start with a level of Tempest Cleric for access to Create Water. Then, when Eldritch Blast isn't cutting it, douse your target(s) with a Quickened Create Water, then hit them with any Cold or Lightning spell for double damage. Top that off with a cold or lightning dragonic sorcerer to add charisma to that doubled damage at level 6.
We started to adopt the darkness/devil sight combo in our Bardlock and Padlock builds lol Great improvements though :) sad to see the nerf to storm though :(
In my multiplier game, we are all different flavors of warlock with Devil's Sight. The Ranged AI gets really confused by everyone hiding in the darkness. Tip, Imps have Devil's Sight, so they can benefit from the tactic too.
ok for starting as sorcerer but warcaster is redudant. And since you only get 2 feats as a sorcerer 10/warlock 2, you need to fully invest in stat augmentation to get to 20 charisma.
@@raphaelregnault6914 You can get 17 charisma at character creation, boost it to 18 using Auntie Ethel hair and then get to 20 with one ability score improvement (and to 22 either with hat or mirror of loss at act 3), leaving you one feat to pick, warcaster can be good to maintain concentration on haste
@@raphaelregnault6914 no, you start with 17, on first ASI you go to 19 and make the deal with the hag to get her hair to boost your charisma to 20 (its a +1 to any ability score) then with the hat later on you get to 22. This gives you another ASI which you can put on warcaster
@@raphaelregnault6914 that's going to be hard to quantify. I prefer war caster because losing concentration on haste is really bad and I don't really value the last point of cha. But I concede that you could go either way
Idk why everyone picks Fiend. You can frighten targets using Great Old Ones with Eldritch Blast. You'll end up with 3 shots per cast so thats 3 chances to make a target miss their whole turn. Way better than 4 measly hit points
_Arcane Barrier reduces damage equal to it's stack, each instance of damage reduces the barrier stack by 1. Stacks last until a long rest and you gain one stack of Arcane Barrier each time you cast a leveled Abjuration Spell._ *Step 1:* 2 levels in Abjuration Wizard for Arcane Barrier. *Step 2:* 2 levels in Warlock for At-Will Mage Armor. *Step 3:* Cast Mage Armor as many times as you like. *Step 4:* ???? *Step 5:* Profit.
A lot of builds do this but why? Like its 2 levels better spent elsewhere so you can once a day attack one extra time? id rather get passives or abilities that last all day over a single one time use extra hit
@@imnoah004it’s all about burst dmg potential, turn 1 if you have someone else cast haste on you, you can dump 4 Eldritch blasts on your target, if you have 20 charisma and agonising blast, if all blasts hit that’s a minimum of around 70ish damage, add in potent robe from act 2 and suddenly your minimum is 130ish damage if all blasts connect, with ways to boost your cha even higher you can pump this minimum up even more, then still have enough resources to do 3 more on your second turn, and once you’ve flamed out of resources eb is still one of the best things you can do on your turn damage wise without using resources
@imnoah004 i put 2 levels in fighter as a warlock for action surge, shields, armor, and weapon proficiency, that way my AC is high and i can use my charisma instead of strength for the melee WHEN not if i get rushed and pulled into melee. Works pretty well. Especially with the right buffs
Start off with a level in sorcerer instead of warlock for constitution saving throw proficiency, makes it less likely to drop concentration on important spells like haste, and speaking of, twin-spelling buffs is amazing, especially haste which gives you a second FULL action instead of the limited one in 5e.
You lose alot of armour and weapon proficiency if you dont start warlock. By late game that doesnt matter, but you will feel it before you get to the city. If you desperately need concentration spells you're prolly better off taking war caster and then using the huge range of saving throw magic gear you collect through the game. My shadowheart is built to have unbreakable concentration and it's pretty good.
Not sure if this was changed but you don't lose any weapon/armor proficiencies if you start sorc. You just gain them when you get Warlock. Just tested this in-game.
If you go 3 sorc and the rest into Warlock, you can coffeelock by abusing "Song of Rest" on companions. There's no cap on sorc points, so just swapping warlock slots for sorc points, song of resting, and repeating, you can get more than 50 sorc points by level 8 every long rest. If you use multiplayer companions and the temporary companions as well, you can get well over 100 sorc points at level 12, though that's overkill. Great to spam those EBs. If all the companions you're using have 2 levels of bard, you can also use this to spam fireball with quickened spells and warlock slot refreshing during combat. Disclaimer: it doesn't really come online until level 8. swapping spell slots for sorc points prioritizes spell slots first, so if your warlock slots are the same level as your spell slots, you will have to burn equal level spell slots before buring warlock ones. Once your warlock slots are 3rd level, this problem goes away.
if you go with a lightning draconic bloodline for sorcerer and use the spellsparkler staff from act 1 you apply your cha modifier to the lightning damage so you get 11-20 Force + 6 Lightning (plus 1d8 lightning when your lightning charges hit 5) not to mention hex for 1d6 necrotic per hit
3 levels in thief give you an extra bonus action for another quickend spell. 2 in fighter for another action. You will make the game so easy that it will reduce any sense of danger from all fights Hasted, that is six eldritch blasts with 3 beams apiece that do 10 damage minimum. That will melt nearly every boss in one round. With the right crit feats and armor, they would have a 1 in 4 chance to crit each beam
Not sorlock but another sorcerer combo that you could make a video on is the Tempest Domain Cleric and the Storm Sorcery Sorcerer. It gives good movement with no chance of opportunity attacks, heavy armor proficiency, and destructive wrath is chef's kiss powerful. The best ratio for this combo is tempest cleric level 3 and storm sorcerer the rest of the way. Cons are that you won't have higher level spells for a while but the destructive wrath feature should be enough till then. Races I recommend are Half Elves, Dwarves specifically Gold, Humans, and maybe Half-Orcs. Feats I recommend are War Caster as it's mandatory for a front line caster, resilient if you didn't go sorcerer first, and elemental adept lightning/thunder for the best damage output when not using destructive wrath. Notable fact about this combo is that you can start with sorcerer and then go into tempest cleric as the heavy armor proficiency and martial weapons proficiency are linked to the subclass and not the class itself.
@@FinalParty_ I played a one shot with this build. The Druid and I did more damage than almost everybody in my party. Tidal Wave into a Destructive Wave Call Lightning is busted.
I'd go with 4 cleric levels. A feat is better than knowing 5th level sorcerer spells you probably arent going to use much. Also gnomes are pretty much objectively the best race for this combo if you're looking for mechanical advantage. Definitely don't pick humans or half elf if you're picking your race for mechanics.
Hot sorlock tip: You can turn your Warlock spell slots into Sorcery Points, and then get those slots back on a short rest. The (in)famous Coffeelock from D&D. At least I THINK I works in BG3.
It does work in game, the only caveat is that whatever level your Warlock spells slots are at, the same level of Sorcerer Spell Slots will ALWAYS be consumed first. Which means you can't manipulate short rests to maximize the return until you've already used up the corresponding Sorc slots. It definitely has it's uses, but more as a backup plan than something you can properly build around like in D&D
Distant spell, Eldritch spear, spell sniper The only things you can't hit are things you can't see or full cover. Quicken spell for close quarters combat.
I love that sorlock can work with basically anything you throw at it, I kind of hope whenever we see dnd 6th edition that they just make subclasses and multiclassing the same to a degree since that's kind of the way 5th edition went with it anyway
I tried this build for my first run through BG3 and it was terrifying. I didnt even really need my spell slots, so they just ended up being used for Counterspell
Still waiting for them to fix the bug that makes it so you can't choose to use your warlock slots for "non-warlock" spells until all your other slots are depleted. Really frustrating to have to choose between casting Shield with a lvl 3 sorc slot and taking the hit when i have 2 lvl 1 warlock slots available.
I took 3 warlock levels, and usually I just burn through all my 2nd level slots for sorcery points, including the warlock slots that come back on short rest. There aren't really any spells that are more useful than sorcery points after you have level 3 spells anyway.
Start with 1 level of sorcerer for Constitution proficiency AKA concentration checks. Alternatively, start with 1 level fighter. Just like sorcerer, you gain constitution proficiency. You also are now able to equip all armor, shields and weapons. Armor in BG3 is based on proficiency rather than strength requirements.
I think builds forget why you go 17 in a stat. It's only use is extremely limited. In Bg3 there's like 3 items that give stat, the rest set your stat to an x amount. The 17 is for a buff in act 3 (affects charisma only) and for auntie Ethel's hair which gives you 1 in a chosen stat. Unless you go for these go for 16. 17 is basically you losing on 2 ability points for no reason
#1 Start Sorcerer for Con save #2 Charisma 16 not 17, odd # do not give you anything, unless you are taking a feat that gives you a +1 stat. #3 Take utility Cantrips for Sorcerer, the only offensive Cantrip you will use is Eldritch Blast 99% of the time. (Firebolt could be good for barrels and Shocking Grasp to avoid attacks of opportunities but even then...) #4 Metamagic:Twin spell and quicken for sure, third one, pick your favorite. #5 Thank the Gods for respec...
You start sorc, then 4 levels in blade lock for ASI, and second attack, fighter 2 for action surge, then finish out sorc. At level 12 with 6 eldritch blasts per turn, 9 with quicken. Both the charisma/cantrip robes and the blasts invocations. That’s a minimum of 99 damage per turn, if you caste haste on yourself it’s bigger.
Agreed. I'm running a party with an Oathbreaker paladin, DJ Shadowheart, Padlock Minthara, and then either Wyll or necromancer Gale. First there's lights out on the battlefield, then my party and a platoon of undead swarm our enemies while they're blind and we're not. Sometimes Evard's black tentacles are thrown in for some razzle dazzle.
Twin spell is far better becuase you can start twin spelling buff spells like Haste and you can twin spell controll spells like hold person as well as twin spelling Ray of frost to freeze a big pool of blood into ice as well at hitting an enemy with it
As a 5e D&D player, I love that this game caps you at level 12 but let's you do ridiculous shit you can't in normal D&D like Twinned Spell Eldritch Blast (The 5e rules specify that the spell affected cannot already target multiple targets, eg Scorching Ray, Magic Missile, Eldtrich Blast etc)
Here's what I'm toying with currently... "King of the Hill" Warlock: 4 Fighter (Champion), 5 Warlock, 3 Rogue (Assassin) Alert feat + Charisma ASI Daredevil Gloves Dagger of the Mountain King Justiciar Helmet Potent Robe Devil's Sight + Agonizing Blast + Repelling Blast The Deep One Pact Luck of the Far Realms, Cull the Weak, Repulsor Pact of the Blade Whatever it's called whispers spell (the one which inflicts Fear) Be as a proper warlock and spam eldritches from darkness before combat starts. Chance to inflict aoe Fear on crit, whispers and repulsor and repelling blast knockback may be used in tandem to stop any coming to the darkness to investigate, which risks starting combat if you fail a stealth check. If you succeed at least one such check, however, that gets you an ambush which is to be desired since it's of course where the assassin dip with its guaranteed crits combined with ur aoe fear and incindiery cull the weak procs really shine. Repulsor also good if ur getting swarmed and really feeling yourself. Feast on free Sneak Attacks in your Cloud of Hell to assert dominance. Basically, have a "blast" or more likely several. Concentrated Blast can occasionally be good for securing sassy 1-round boss kills. It has just dawned on me that a 6 Shadow Monk + 4 Trickster Cleric + 2 Warlock companion with Polearm Master and Sentinel could be an optimal partner in crime. Simply park her (obviously it's Shadowheart) in front of you inside the doom cloud to catch fools in their tracks before they reach you.
Let's see here. You drop warlock all together. Go sorcerer dragonic bloodline, either white or silver. Grab yourself the necklace of elemental augmentation (a1), mourning staff (a1) and the potent robes (a2). Twin every cast of ray of frost, dealing minimum of 17 damage with each Ray, each hit potentially inflicting vulnerability to cold, meaning minimum of 32 with each Ray. Of course combo with haste and quicken. Take create/destroy water for potential had cc and inflict vulnerability to bludgeoning and Thunder. Sneak two levels of tempest cleric for shield prof and destructive wrath. Ray of frost twined and hasted for consistent damage, destructive wrath chromatic orb if the boss fails on chilled condition for freeze and baboom.
Putting more into warlock for more beams is better than quicken spell, bc it'll upgrade the damage on warlock spells. Also replace hellish rebuke, it's a waste of a spell slot, if you levelled up lock enough hunger of hadar is the best cc in the game, and burning hands is nice act 1.
If you put down 2 levels in Fighter, you can get another action for 3 Eldritch Blasts, and there's also a potion that can provide you with an extra, for a total of 4.
Start with 2 lvls of fighter for a Con save, Heavy armor proficiency and Action surge, then 2 levels of Warlock, and 8 into Sorcerer but instead of draconic you can choose the storm or wild one Essentially the same build but tankier thanks to heavy armor and a WAY more deadly burst combo possible once per short rest, 4 Fireballs and an Eldritch Blast in a single round
Funnily enough, Sorlocks don’t really care for Fireball, they much prefer just upcasting Scorching Ray, since they like spells that do a lot of individual hits to proc Hex.
I would almost advise against fighter because since this build revolves around EB you are better off sticking to pure sorc and warlock and wearing the cha damage robe you get in act 2
With warlocks I almost never bring eldrich blast as a cantrip, instead I bring it as a spell sniper feat so I get the extra chance to roll a crit for every one I use
I prefer combining warlock with storm sorcerer for flight after any lvl1+ spell, which you can get an infinite amount by choosing false life gift. Watch Limit Breakers video about broken builds, you either gonna have yourself a treat, a chuckle or both. He actually convinced me to use Create Fat as crowd control (it is actually busted, like damn)
For warlock first invocations it’s better to have devil sight and repelling blast over agonizing blast, you can set up hits with advantage from being in darkness spells. Agonizing blast is usually not that good until you get an asi improvement
4 lvls into warlock for misty step and the ability to see in darkness, have darkness cast on you after in good position. Now the only thing that can attack you has to be melee with disadvantage
Question. Why extended spell? Hex doesn’t have a turn limit since it only stops if you’re not concentrating, and haste at base lasts 10 turns. Which would be a lot more rounds than you need as you’ll have two action, extra ac, and double movement speed. Movement speed that’s doubled again if you drink a potion of flight, or an illithid.
Strength in this game affects your jump distance and there are a small amount of jumps that require ~10 strength. Int on a Sorlock however is useless, and should be the stat to get left at 8.
My warlock has a crit build, as any items that reduce the number you need to crit will affect eldritch blast as well, so if you give them a bow from act 3 (forgot name), the knife of the under mountain king, orins dagger, AND spell sniper, you can crit on a 16-20, and still have a charisma of 20
I never realized this as an option but extended is for command to make it two turns instead of 1. A level 3/4/5 command that lasts for 2 turns is killer
Hasting yourself is a terrible idea because you lose hex, have someone else do that for you so you can hex and blast freely. Use your spell slots for scorching ray when you get high level spell slots. Also you can take warlock to 3 to have 2 2nd level spells that you can abuse short rests with (there are ways to get up to around 10 short rests per long rest)
No point in making your cha 19 unless you have another +1 elsewhere. Bonuses are only given for every even number. Can put the point elsewhere, get con to 16 and pick up another +2 cha at level 8, top it off with the +2 cha hat in act 3 for 22 overall for that sweet +6 bonus overall
Start with 2 levels in fighter so you get heavy armor proficiency and get action surge. Then follow this build. Then you can blast blast blast at higher levels
Yea, I prefer the controle you get from Darkness and Dark Vision ( Both magical and other) and the toggled push controle with EB I would want 3x Eldric incarnations And the Darkness spell. and you are sett to solo the game on Tac. 3 sorcery points for an extra EB is not cheap. But yea all depends on your team. For solo for sure get darkness and dark vision Eldric inc.. almost nothing can targer you in the dark and you can just stand there and puch whomever comes close out..
Might have been already said, but there's no benefit to having an odd stat over the next lower even stat. 19 gives the same bonus as 18. So for first ASI even off the CHA to 18, then bump something else. Best bet is in character creation to have two important stats be odd, then with first ASI even them both out and get two boosts at once.
Could you make a guide about how I can make a magic blade type of build? Since hexblade is not an option I cannot use charisma to strike. I thought about keeping the charisma around 14-16 and main stat is strength and taking the paladin class but it still feels off.
I think the closest you'll get is pact of the blade on warlock. You could take our Bardlock build and expand on it. College of swords with pact of blade and you'll have 3 attacks by 11
My favorite combo right now is level 10 evo wizard with level 2 sorcerer. It allows me to have 2 really powerful summons (I could have more, just my preference to have two good summons without any weak ones) and it allows me to cast chain lightning twice in a turn (3 times with haste) I learned the hidden scroll from the book vault to be able to summon a literal angel (Deva) with 136 hp who is permanently armed and can fly, smite every turn, help people, and revive. I use the house of hope staff to allow me a free up cast (level 6) of summon elemental and get the fire mymidon who has a haste spell, the equivalent to a misty step, and a fire cone. Sometimes I go water elemental for a strong aoe heal. After I summon that I equip the legendary staff that also has a freecast feature and activate bolts of doom on it for the ability to free cast a level 6 chain lightning. I use my level 1, 2, and 3 spell slots to convert to sorcery points for a level 6 twinned spell. Meaning I can cast chain lighting twice in a turn. I only get a single level 6 spell slot, but with bolts of doom from the legendary staff, the freecast from said staff, and I have two items that can restore a level 6 slot, I get more than enough before I can take a rest. Other than chain lightning, I typically use level 4 and 5 magic missiles. They always hit, even if im not in line of sight, which is great because im a glass cannon. With my int modifier they do significantly more damage than they say they do and almost nothing resists force damage.
Hot take: 11 sorcerer with 1 in cleric for armor proficiency and shields, combined with a small selection of additional spell choices and no compromise to spellslot progression.
You can use metamagic to use eldritch blast twice a turn by level 5. Or you can just hit warlock 5 which lets you eldritch blast twice a turn without burning metamagic
IMPORTANT - Notes on charisma boosting: - Indeed pick feat ability improvement to boost to 19 - Spare auntie ethel, and optionally pass the DC check to also save Mayrina to get auntie ethel's hair **choose charisma** to boost to 20 - In act 3, buy the hat in sorcerous sundries that boosts to 22 - And visit the mirror in house of grief & pass the high DC checks to boost to 24, giving a +7 on every charisma modifier. - Choose a lightning draconic heritage, as this boost spellsparkler (weapon from act 1) damage from 1 or 1D8 damage to (1+5-7) or (1D8 + 5-7) damage. - Potent robe (reward from saving the tieflings from moonrise towers in act 2) stacks with agonizing blast, doubling the damage boost from your charisma modifier. from 5-7 per hit to an extra 10 to 14 per hit.
Are modifiers calculated different in BG3 to tabletop? I thought that an uneven ability score basically only did as much as the last even number, eg: a 19 confers the same bonus as an 18, etc
Cast haste + mirror image then go into combat, twined spell + fireball, eldrich blast, action surge, eldrich blast, quickened spell, eldrich blast. Then it's 2 eldrich blasts per turn after that. I am currently working on this build and haven't gotten the metamagic yet so not sure if you can do both in one turn it just says you can't put multiple on one spell, so theoretically it should work.
@@FinalParty_ I'm on my second playthrough fist one I convinced most people out of fights or to kill themselves, this playthrough I'm stacking corpses. Plus that's just a perfect combo if you don't get to do that you just haste first round of combat.
You can get a magical bow early in act 2 that gives ritual haste and ice + fire resist. its definitely worth on a sorlock and frees up a spell for something other than haste. Theres also a legendary bow that gives celestial haste and an on hit effect I dont remember. If you care more about the spell than the resistance.
IMPORTANT IMPORTANT IMPORTANT: Make sure you start as a sorcerer or respec at level 3 to have your first class be sorcerer so you get proficiency in CON saves. That way you don't lose concentration on haste whenever some enemy sneezes on you.
Also drop repelling blast for devils sight to make yourself immune to the darkness spell and just have an ally drop it on you so enemies can't target you with ranged attacks.
Also for draconic bloodline, pick one of the two lightning dragons so you can add your charisma modifier to lightning charges for a dumb amount of extra damage (the +1 damage per hit is now +5 to +7).
Also don't waste a point on extend spell, IT DOESNT EVEN WORK ON HEX like you said since hex is a duration of "until long rest" and 10 rounds on haste is more than enough. Pick twinned spell instead. It will allow you to pick 2 targets for haste.
Omg I didn't know lightning dragon scaled lightning charges. That's amazing! Respecing tomorrow. Been missing out for so long.
Can't You can also grab 2 levels of fighter for a little survivability (med armor) and action surge so, between Haste, Quickened Spell, and Action Surge, you can drop 8 or 12 (at 10th lvl) Eldritch Bolts in one turn. With Hex that's 12d10 + 12d6 + 60 (assuming you took Agonizing Blast, why wouldn't you? and have a 20 CHA)
@@thebrewingsailor9172 Yes you can, but as a trade off you lose access to 5th level spells so it's a personal preference. You can get shield proficiency from being a human or half elf, since you'll be wearing the potent robe anyway (but lose access to med and heavy boots and helmets). You can also grab a single level in wizard since you can scribe spells equal to your max spell level, not wizard spell level.
Draconic bloodline already gives a built in mage armor, so you should be at 16 AC after first ASI. You dont want to delay your lv3 spells on sorcerer and you kinda need at least 2 lvs warlock for consistent dmg output, and at that point I think getting Cha to 20 is more important than 2 lvs fighter, so it's only a lategame Option for Action surge really
you'll have to pry repelling blast from my cold dead hands. There is no way I'm not taking it.
Every good sorlock knows you start with 1 level of sorcerer for con save proficiency
My man! 🫡
YUP. Also taking twinned spell 😬
Do you need to start with sorcerer, or do you just need a level in sorcerer?
@@MoTuWeThFrSaSu you only gain save profenciy in your starting class.
It is called sorlock and not warcerer. Makes sense.
with draconic bloodline blue dragon at level 6 you add you charisma modifier to lightning damage. with spellsparkler and the legendary staff every eldritch blast procs lightning charges twice, this means every eb deals around 100 damage. 2 levels in fighter for surge action. congrats at level 10 you're dealing around 400 damage per short rest
These damage numbers are...shocking 👀😅
What legendary Staff ??
Raphael won't know what hit him.
@@ghostrecondelta1741 sadly this build isn't so strong anymore since they patched draconic bloodline adding your cha mod to lightning charges and damage riders are as strong in honour mode anymore
@@ducktapeman1631 Dang, still sounds like some fun.
Bless you. I’m picking stuff because it sounds cool, I have no idea what I’m doing but I’m having a blast.
Having fun is all that matters :)
Lol I was reading through these comments like am I the only one raw dogging it?? 🤣
An... ELDRITCH blast?
@@gannonpatton2858 …You are a gem, thank you for a good dad joke.
Don't listen to this guy, this is not a sorlock. This is a mess with uneven stat distribution, poor saves, and a focus on wrong spell slots and wasting SP that should be for actual spells.
Its a joke build, I feel like he's pranking his viewers.
I recommend switching the metamagic a bit to having quickened spell and twinned spell as your initial metamagic and extended for your next one. Having quickened scorching ray with twinned eldritched blast is a popular and dangerous combo in 5e and it should be almost the same in BG3.
Edit: Okay, Okay. No twinned eldritch blast after level 5. But 5 beams a round at level 5, with the scorching ray and e-blast combo, is still great damage. Plus, there are other 1st/2nd level spells, at 4th level, you can twin that are great like hold person, blindness, hex, and charm person.
You cant twin them after level 5 in game sadly :c
@@FinalParty_ I can see that. Gatling gun sorlock is a broken combo in 5e and will probably break the game if BG3 lets it happen. Then, it would best to go your way with twinned haste at level 5. I would instead recommend either pact of the tome or pact of the blade depending on what type of build you are doing.
@@WolfspaneYou can't twin spell Eldritch Blast in regular D&D 5e. You're not allowed to at least. It's specifically states that you cannot twin a spell that can target multiple creatures. In the same way, you can't twin spell scorching ray. The person you are replying to was pointing out that you can technically twin spell Eldritch blast if you're below level 5, because Eldridge Blast only fires one beam until level 5. Meaning it can't target multiple creatures.
If you want to confirm these claims, you can look up the tweets by Jeremy Crawford (rules designer for 5e) and Sage Advice (Q&A / FAQ published by WotC) regarding them with a simple Google search.
You can’t pick up quickened spell in your first round of meta magic options because it requires three sorcery points.
Spells that have multiple primary targets are not elligible for Twinned Spell in BG3 or DnD 5e. Twinned Spell states:
"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip)."
Eldritch Blast does not target only one creature, even if it has the potential to do so. It's a fun combo, but it requires homebrew to pull off.
For gear you need the Potent Robe adding your CHA Modifier twice instead of once. The birthright hat will give +2 CHA up to 22 for extra damage.
If you pick a lightning draconic bloodline and use the spellsparkler quarterstaff from act 1 you add your CHA Modifier to the lightning damage as well. Assuming 22 CHA this makes your damage 1d10+6.
With the potent robe that's 1d10+12. With 3 blasts that's 3d10+18 or with the robe it's 3d10+36
now with the staff it adds 1 lightning damage but that becomes 1+6 from CHA because you chose a lightning bloodline. This applies your CHA Modifier 3 times total now creating 1d10+18, 2d10+36 or 3d10+54.
Minimum damage on hit is 57, maximum 84. Take into consideration you can attack 2 or 3 times with quickened cast and haste allowing you to attack with 3, 6, or 9 beams. 9 chances to crit per turn. Assuming no crits that's still 3d10+54, 6d10+108, or 9d10+162 before crits. (Spoiler that's max 252 damage without crits!)
Quick Edit: Use Hex first for 3d6, 6d6, or 9d6 necrotic damage from Hex adding another 3-18, 6-36, or 9-54 Necrotic damage
Edit 2: for some Reason the lightning charges seem to trigger Hex additional times and also add the damage from Agonizing blast additionally as well. this seems to trigger often but not always reliably but its an extra 2d6 necrotic + 12 force so a nice little bonus for no reason is always nice
In a word, "SHEESH!" .
Bro are these numbers even considering necrotic damage from Hex?
@@grindgod847Nop, they are not. Plus apparently hex and lightning charges are bugged I think so one can trigger the other on top of the blast trigger so even more damage
Holy cow the damage
Also if you add in gloves they add 1d8 dmg for -5 to hit
Storm Sorlock (10S/2W) my personal build that I fell in love with super early on: Potent Robe, Spellsparkler (Quarterstaff), Watersparks (boots) and a Necklace of Elemental Augmentation, cast create water at your feet and enjoy almost endless Lightning Imbued Eldritch Blasts.
Oooooooooooo we love the sound of this, it's...shocking 😂😂😂
I did this with a pure weather sorcerer for 2 chain lightnings and a lightning bolt in one turn
Sadly the necklace doesn't work with lightning charges
Eldritch Blast can pick up lightning like this?!
2 points in fighter gets you action surge, medium armor proficiency, and extra ac from defense.
You don't really get much for the 9th and 10th levels in sorc.
Don't sleep on careful spell. Those crowd controls are much better when you don't have to worry about hypnotizing your front line
I heard the caster cough fireball a few times too
that's cool, but with two levels of Fighter at the start you get con proficiency, heavy armor and action surge, change sniping metamagic for twinned spell to share the haste and dump the rest into warlock. It will be funny when someone would try killing your 20+AC sniper and gets repelled into oblivion
This!!
Drop warlock all together go sorcerer3 (for quickened spell)->rogue 3 pick up thief (for 2 bonus actions)-> fighter 2 for action surge-> rest sorcerer ->drop 4 fireballs per turn
What does rogue 3 or fighter 2 mean? Sry new to this 🫡
@BrialMusic simply means take 3 levels in rogue, and 2 levels in fighter
@@BrialMusic more speciafically rogue thief subclass for extra BA, looks good on paper but losing 5 caster levels is huge meaning you won't get lv 5 and 6 spells, yeah you could cast 4 Fireballs for an average of about 100 damage but by that time a lot of enemies are fire resistant and could shrug it off. And you would quite literally blow all your spell slots in a single turn meaning a ton of short rests also know as 5 minutes adventure days in the TTRPG.
@@LuizOtavioZen not to justify that build which ehhh not actually that good. but you can overcome the fire resistance if you take the fire draconic bloodline with sorcerer
Not to be a debbie downer. But that build sucks for a plethora of reason. Play it at your own volition but… there’s like a bazillion better ways to build your sorc.
Ballers gate 3…..ballin but at what cost!…..😂
The cost of our social life at minimum lol
@@FinalParty_what social life lol, didn't have that one to begin with
Hunt hard for the chest piece that adds cha mod to dmg for cantrips. It stacks. So at 20 cha you're EB is a d10+10. There's also a necklace that adds another cantrip attack, so you get an extra beam. Be the machine gun you were destined to be.
So anyway, I STARTED BLASTING
And a hat for +2 Chr up to 22.
So you can do +12!
What is the necklace?
Rip dark urge players who can't get the cloak
What necklace??
Every build: *GITHYANKI GOES BRRRRZZZZ*
Best optimization for this is to take Sorcerer to 5, then warlock to 2, then finish with Sorcerer. Starting with sorcerer gives you proficiency with constitution saves at level 1, which you want for maintaining your concentration spells, and taking it straight to 5 means you gain access to your game-changing 3rd level spells as quickly as possible. Eldritch blast is nice, but it’s not worth putting off fireball and hypnotic pattern until act 2. Starting with single-class sorcerer is perfectly viable with fire bolt at early levels.
I would also either start with an even 16 in charisma, or 17 charisma and 15 constitution so that you can get them to even numbers with your ability score improvement (unless you plan on securing the +1 attribute deal with a certain green deal-maker)
Pickup Darkness and Devil's Eye instead of repelling blast.
Extend or Quicken Darkness, hide in the darkness and blast everyone with advantage from safety.
Darkness means you cannot Hex (both need concentration), but advantage on all attack rolls and they cannot target you with range attacks and get disadvantage attacking you in melee
Sadly, they patched the Storm Lock getting charisma twice on Eldritch Blast.
Add Spell Sniper feat and you have crits on 19-20 and two dice to roll per beam.
Alternative method, start with a level of Tempest Cleric for access to Create Water.
Then, when Eldritch Blast isn't cutting it, douse your target(s) with a Quickened Create Water, then hit them with any Cold or Lightning spell for double damage.
Top that off with a cold or lightning dragonic sorcerer to add charisma to that doubled damage at level 6.
We started to adopt the darkness/devil sight combo in our Bardlock and Padlock builds lol
Great improvements though :) sad to see the nerf to storm though :(
In my multiplier game, we are all different flavors of warlock with Devil's Sight. The Ranged AI gets really confused by everyone hiding in the darkness.
Tip, Imps have Devil's Sight, so they can benefit from the tactic too.
Baldur's Gate 3 lets you sneak attack with spells. Warlock/Rogue has been a ton of fun but this is an absolute machine gun
Start sorcerer for con saves, grab twin spell for twinning haste and get war caster for advantage in con saves at sorcerer 8 (level 10 total)
ok for starting as sorcerer but warcaster is redudant. And since you only get 2 feats as a sorcerer 10/warlock 2, you need to fully invest in stat augmentation to get to 20 charisma.
@@raphaelregnault6914 You can get 17 charisma at character creation, boost it to 18 using Auntie Ethel hair and then get to 20 with one ability score improvement (and to 22 either with hat or mirror of loss at act 3), leaving you one feat to pick, warcaster can be good to maintain concentration on haste
@@raphaelregnault6914 no, you start with 17, on first ASI you go to 19 and make the deal with the hag to get her hair to boost your charisma to 20 (its a +1 to any ability score) then with the hat later on you get to 22. This gives you another ASI which you can put on warcaster
@@raphaelregnault6914 that's going to be hard to quantify. I prefer war caster because losing concentration on haste is really bad and I don't really value the last point of cha. But I concede that you could go either way
@@raphaelregnault6914or just get the +1 to any stat from the hag and have 20 CHA at your first ASI
Idk why everyone picks Fiend. You can frighten targets using Great Old Ones with Eldritch Blast. You'll end up with 3 shots per cast so thats 3 chances to make a target miss their whole turn. Way better than 4 measly hit points
It scales on charisma or level I think, it can end up being 10 (or more idk) for each time you kill an enemy
The problem is that at higher levels, more enemies become immune to frightened. It's good early game, not so much later.
@@Agustingussit refreshes the existing 10 not stacking
@@CallieKou yes, I know temporary hit points don't stack
Fiend is good early game, but once you get to level 5 going Old One is much better.
_Arcane Barrier reduces damage equal to it's stack, each instance of damage reduces the barrier stack by 1. Stacks last until a long rest and you gain one stack of Arcane Barrier each time you cast a leveled Abjuration Spell._
*Step 1:* 2 levels in Abjuration Wizard for Arcane Barrier.
*Step 2:* 2 levels in Warlock for At-Will Mage Armor.
*Step 3:* Cast Mage Armor as many times as you like.
*Step 4:* ????
*Step 5:* Profit.
📝 interestinggggg
I also had 2 levels into fighter for the bonus action :) more blasts!
A lot of builds do this but why? Like its 2 levels better spent elsewhere so you can once a day attack one extra time? id rather get passives or abilities that last all day over a single one time use extra hit
I believe action surge recovers on short rest
@@imnoah004it’s all about burst dmg potential, turn 1 if you have someone else cast haste on you, you can dump 4 Eldritch blasts on your target, if you have 20 charisma and agonising blast, if all blasts hit that’s a minimum of around 70ish damage, add in potent robe from act 2 and suddenly your minimum is 130ish damage if all blasts connect, with ways to boost your cha even higher you can pump this minimum up even more, then still have enough resources to do 3 more on your second turn, and once you’ve flamed out of resources eb is still one of the best things you can do on your turn damage wise without using resources
@imnoah004 i put 2 levels in fighter as a warlock for action surge, shields, armor, and weapon proficiency, that way my AC is high and i can use my charisma instead of strength for the melee WHEN not if i get rushed and pulled into melee. Works pretty well. Especially with the right buffs
Putting your very first level in fighter also gives you a bonus to your saving throws for concentration
Start off with a level in sorcerer instead of warlock for constitution saving throw proficiency, makes it less likely to drop concentration on important spells like haste, and speaking of, twin-spelling buffs is amazing, especially haste which gives you a second FULL action instead of the limited one in 5e.
You lose alot of armour and weapon proficiency if you dont start warlock. By late game that doesnt matter, but you will feel it before you get to the city. If you desperately need concentration spells you're prolly better off taking war caster and then using the huge range of saving throw magic gear you collect through the game. My shadowheart is built to have unbreakable concentration and it's pretty good.
Not sure if this was changed but you don't lose any weapon/armor proficiencies if you start sorc. You just gain them when you get Warlock. Just tested this in-game.
I didn’t ask how big the room was I said I CAST FIREBALL AT 8th level!!!
and your d6s already rolled out before anything could be explained lol
whats fun is you can flavor this is your patron blessed you with so much power that it sparked the gift of sorcery
If you go 3 sorc and the rest into Warlock, you can coffeelock by abusing "Song of Rest" on companions. There's no cap on sorc points, so just swapping warlock slots for sorc points, song of resting, and repeating, you can get more than 50 sorc points by level 8 every long rest. If you use multiplayer companions and the temporary companions as well, you can get well over 100 sorc points at level 12, though that's overkill. Great to spam those EBs. If all the companions you're using have 2 levels of bard, you can also use this to spam fireball with quickened spells and warlock slot refreshing during combat.
Disclaimer: it doesn't really come online until level 8. swapping spell slots for sorc points prioritizes spell slots first, so if your warlock slots are the same level as your spell slots, you will have to burn equal level spell slots before buring warlock ones. Once your warlock slots are 3rd level, this problem goes away.
My dude... You have inspired me to Multiclass... I couldnt decide what to add to my Warlock and I think this shall be something exciting
Glad we could help:)
Potent robe. As it adds cha mod to cantrip dmg on top of agonizing blast. Meaning each blast does 11-20 dmg if you get 20 cha.
if you go with a lightning draconic bloodline for sorcerer and use the spellsparkler staff from act 1 you apply your cha modifier to the lightning damage so you get 11-20 Force + 6 Lightning (plus 1d8 lightning when your lightning charges hit 5) not to mention hex for 1d6 necrotic per hit
@@imnoah004hex is an interesting one for me, more often than not I forget it’s a concentration spell and I break my haste with it and lose a turn 😂
3 levels in thief give you an extra bonus action for another quickend spell. 2 in fighter for another action.
You will make the game so easy that it will reduce any sense of danger from all fights
Hasted, that is six eldritch blasts with 3 beams apiece that do 10 damage minimum. That will melt nearly every boss in one round. With the right crit feats and armor, they would have a 1 in 4 chance to crit each beam
Not sorlock but another sorcerer combo that you could make a video on is the Tempest Domain Cleric and the Storm Sorcery Sorcerer. It gives good movement with no chance of opportunity attacks, heavy armor proficiency, and destructive wrath is chef's kiss powerful. The best ratio for this combo is tempest cleric level 3 and storm sorcerer the rest of the way. Cons are that you won't have higher level spells for a while but the destructive wrath feature should be enough till then.
Races I recommend are Half Elves, Dwarves specifically Gold, Humans, and maybe Half-Orcs.
Feats I recommend are War Caster as it's mandatory for a front line caster, resilient if you didn't go sorcerer first, and elemental adept lightning/thunder for the best damage output when not using destructive wrath.
Notable fact about this combo is that you can start with sorcerer and then go into tempest cleric as the heavy armor proficiency and martial weapons proficiency are linked to the subclass and not the class itself.
We had this planned out as one of our 'Thor' builds but settled on an EK for melee reasons.
@@FinalParty_ I played a one shot with this build. The Druid and I did more damage than almost everybody in my party. Tidal Wave into a Destructive Wave Call Lightning is busted.
I'd go with 4 cleric levels. A feat is better than knowing 5th level sorcerer spells you probably arent going to use much.
Also gnomes are pretty much objectively the best race for this combo if you're looking for mechanical advantage. Definitely don't pick humans or half elf if you're picking your race for mechanics.
The feat "spell sniper" will increase burst damage by double the crit chance
Spell sniper is currently broken without a mod fix.
Bard with blast is also fun.
Hot sorlock tip: You can turn your Warlock spell slots into Sorcery Points, and then get those slots back on a short rest. The (in)famous Coffeelock from D&D. At least I THINK I works in BG3.
It does work in game, the only caveat is that whatever level your Warlock spells slots are at, the same level of Sorcerer Spell Slots will ALWAYS be consumed first. Which means you can't manipulate short rests to maximize the return until you've already used up the corresponding Sorc slots. It definitely has it's uses, but more as a backup plan than something you can properly build around like in D&D
Distant spell, Eldritch spear, spell sniper
The only things you can't hit are things you can't see or full cover.
Quicken spell for close quarters combat.
Unfortunately eldritch spear doesn't exist in game and spell sniper does not increase cast distance either in game :(
I love that sorlock can work with basically anything you throw at it, I kind of hope whenever we see dnd 6th edition that they just make subclasses and multiclassing the same to a degree since that's kind of the way 5th edition went with it anyway
I tried this build for my first run through BG3 and it was terrifying.
I didnt even really need my spell slots, so they just ended up being used for Counterspell
That's pretty much how we played it out too lol
Pairing this with Dark Urge is fun. Just remember to keep quicksaving just in case 'interactions' don't work out well...
I enjoy that you used Morrowind's level up sound for level 5
Still waiting for them to fix the bug that makes it so you can't choose to use your warlock slots for "non-warlock" spells until all your other slots are depleted. Really frustrating to have to choose between casting Shield with a lvl 3 sorc slot and taking the hit when i have 2 lvl 1 warlock slots available.
I’m pretty sure they fixed it but for fiend only
I took 3 warlock levels, and usually I just burn through all my 2nd level slots for sorcery points, including the warlock slots that come back on short rest. There aren't really any spells that are more useful than sorcery points after you have level 3 spells anyway.
Good news they fixed it
Start with 1 level of sorcerer for Constitution proficiency AKA concentration checks. Alternatively, start with 1 level fighter. Just like sorcerer, you gain constitution proficiency. You also are now able to equip all armor, shields and weapons. Armor in BG3 is based on proficiency rather than strength requirements.
Nothing will ever beat the pamlock breed of sorlock
Please keep these coming! ❤
I think builds forget why you go 17 in a stat. It's only use is extremely limited. In Bg3 there's like 3 items that give stat, the rest set your stat to an x amount. The 17 is for a buff in act 3 (affects charisma only) and for auntie Ethel's hair which gives you 1 in a chosen stat. Unless you go for these go for 16. 17 is basically you losing on 2 ability points for no reason
you generally have 2 options with sorlock.
sorc>warlock.10-2
or Warlock>sorc. 9-3
naturally always start on sorc for the con save.
#1
Start Sorcerer for Con save
#2
Charisma 16 not 17, odd # do not give you anything, unless you are taking a feat that gives you a +1 stat.
#3
Take utility Cantrips for Sorcerer, the only offensive Cantrip you will use is Eldritch Blast 99% of the time. (Firebolt could be good for barrels and Shocking Grasp to avoid attacks of opportunities but even then...)
#4
Metamagic:Twin spell and quicken for sure, third one, pick your favorite.
#5
Thank the Gods for respec...
Think not starting Sorc may be the biggest detriment to our build
people go 17 charisma and then get +1 charisma from hag to get 18 and then up to 20 with feat
@@Swigg1337 good point
You start sorc, then 4 levels in blade lock for ASI, and second attack, fighter 2 for action surge, then finish out sorc.
At level 12 with 6 eldritch blasts per turn, 9 with quicken. Both the charisma/cantrip robes and the blasts invocations. That’s a minimum of 99 damage per turn, if you caste haste on yourself it’s bigger.
Darkness + Devils Sight is always amazing lol 😂
Agreed. I'm running a party with an Oathbreaker paladin, DJ Shadowheart, Padlock Minthara, and then either Wyll or necromancer Gale. First there's lights out on the battlefield, then my party and a platoon of undead swarm our enemies while they're blind and we're not. Sometimes Evard's black tentacles are thrown in for some razzle dazzle.
Twin spell is far better becuase you can start twin spelling buff spells like Haste and you can twin spell controll spells like hold person as well as twin spelling Ray of frost to freeze a big pool of blood into ice as well at hitting an enemy with it
Extended spell is so slept on
Id probably put in two levels of fighter for action surge, a shield, and that extra bit of tankiness. It also recovers on short rests.
I posted this under the previous comment, then scrolled down.
2 levels in fighter for action surge feels mandatory for optimal machine gun playstyle
extended spell doesn't work with hex, since hex lasts until long rest
Get the special gear from Alfira after saving the tiefling in act 2, it helps the charisma spells like eld blast
As a 5e D&D player, I love that this game caps you at level 12 but let's you do ridiculous shit you can't in normal D&D like Twinned Spell Eldritch Blast (The 5e rules specify that the spell affected cannot already target multiple targets, eg Scorching Ray, Magic Missile, Eldtrich Blast etc)
Here's what I'm toying with currently...
"King of the Hill" Warlock:
4 Fighter (Champion), 5 Warlock, 3 Rogue (Assassin)
Alert feat + Charisma ASI
Daredevil Gloves
Dagger of the Mountain King
Justiciar Helmet
Potent Robe
Devil's Sight + Agonizing Blast + Repelling Blast
The Deep One Pact
Luck of the Far Realms, Cull the Weak, Repulsor
Pact of the Blade
Whatever it's called whispers spell (the one which inflicts Fear)
Be as a proper warlock and spam eldritches from darkness before combat starts. Chance to inflict aoe Fear on crit, whispers and repulsor and repelling blast knockback may be used in tandem to stop any coming to the darkness to investigate, which risks starting combat if you fail a stealth check. If you succeed at least one such check, however, that gets you an ambush which is to be desired since it's of course where the assassin dip with its guaranteed crits combined with ur aoe fear and incindiery cull the weak procs really shine. Repulsor also good if ur getting swarmed and really feeling yourself. Feast on free Sneak Attacks in your Cloud of Hell to assert dominance. Basically, have a "blast" or more likely several. Concentrated Blast can occasionally be good for securing sassy 1-round boss kills.
It has just dawned on me that a 6 Shadow Monk + 4 Trickster Cleric + 2 Warlock companion with Polearm Master and Sentinel could be an optimal partner in crime. Simply park her (obviously it's Shadowheart) in front of you inside the doom cloud to catch fools in their tracks before they reach you.
Oh solid combo :)
Let's see here. You drop warlock all together. Go sorcerer dragonic bloodline, either white or silver. Grab yourself the necklace of elemental augmentation (a1), mourning staff (a1) and the potent robes (a2). Twin every cast of ray of frost, dealing minimum of 17 damage with each Ray, each hit potentially inflicting vulnerability to cold, meaning minimum of 32 with each Ray. Of course combo with haste and quicken. Take create/destroy water for potential had cc and inflict vulnerability to bludgeoning and Thunder. Sneak two levels of tempest cleric for shield prof and destructive wrath. Ray of frost twined and hasted for consistent damage, destructive wrath chromatic orb if the boss fails on chilled condition for freeze and baboom.
Everyone else: Making blaster sorcs.
Meanwhile me: just want to make a necromancer sorc 😌
Putting more into warlock for more beams is better than quicken spell, bc it'll upgrade the damage on warlock spells. Also replace hellish rebuke, it's a waste of a spell slot, if you levelled up lock enough hunger of hadar is the best cc in the game, and burning hands is nice act 1.
If you put down 2 levels in Fighter, you can get another action for 3 Eldritch Blasts, and there's also a potion that can provide you with an extra, for a total of 4.
talk about breaking the action economy lol
Pick human or half elf for shield proficiency (otherwise 2lvl in Fighter, also gives you Action surge).
I like twinned disintegrate over selling my soul to a demon. Plus free flight is fun.
Start with 2 lvls of fighter for a Con save, Heavy armor proficiency and Action surge, then 2 levels of Warlock, and 8 into Sorcerer but instead of draconic you can choose the storm or wild one
Essentially the same build but tankier thanks to heavy armor and a WAY more deadly burst combo possible once per short rest, 4 Fireballs and an Eldritch Blast in a single round
Funnily enough, Sorlocks don’t really care for Fireball, they much prefer just upcasting Scorching Ray, since they like spells that do a lot of individual hits to proc Hex.
I would almost advise against fighter because since this build revolves around EB you are better off sticking to pure sorc and warlock and wearing the cha damage robe you get in act 2
Should use twinned spell on haste to haste a teammate as well
With warlocks I almost never bring eldrich blast as a cantrip, instead I bring it as a spell sniper feat so I get the extra chance to roll a crit for every one I use
I prefer combining warlock with storm sorcerer for flight after any lvl1+ spell, which you can get an infinite amount by choosing false life gift.
Watch Limit Breakers video about broken builds, you either gonna have yourself a treat, a chuckle or both. He actually convinced me to use Create Fat as crowd control (it is actually busted, like damn)
I did a Warlock/Oathbreaker build and it’s been bananas
Working on a padlock build for a minute now and its insane smiting in darkness
@@FinalParty_ yes! I was gonna say that but I kept it short. Playing Dark Urge 😂
For warlock first invocations it’s better to have devil sight and repelling blast over agonizing blast, you can set up hits with advantage from being in darkness spells. Agonizing blast is usually not that good until you get an asi improvement
...So I started eldritch blasting.
*Danny Devito finger guns*
this byte is in our discord soundboard just for eldritch blast
4 lvls into warlock for misty step and the ability to see in darkness, have darkness cast on you after in good position. Now the only thing that can attack you has to be melee with disadvantage
Remove Warlock, add Tempest Cleric, add Storm Sorc, blast enemies for 270 Lightning damage.
Question. Why extended spell? Hex doesn’t have a turn limit since it only stops if you’re not concentrating, and haste at base lasts 10 turns.
Which would be a lot more rounds than you need as you’ll have two action, extra ac, and double movement speed. Movement speed that’s doubled again if you drink a potion of flight, or an illithid.
Twinned spell haste and sanctuary from another party member goated combo
Also grab 2 levels in fighter later on for Action Surge for more eldritch blasts.
My friends call this the Coffeelock
Strength in this game affects your jump distance and there are a small amount of jumps that require ~10 strength. Int on a Sorlock however is useless, and should be the stat to get left at 8.
My warlock has a crit build, as any items that reduce the number you need to crit will affect eldritch blast as well, so if you give them a bow from act 3 (forgot name), the knife of the under mountain king, orins dagger, AND spell sniper, you can crit on a 16-20, and still have a charisma of 20
Why not charisma of 24? From my experience as a math teacher 24 is higher than 20, no? (it can be obtained without items)
By leveling warlock you already get a second eldritch blast. You get access to the sorcerer spells which is cool though
You get more blasts based on overall characetr level, not warlock level
@@davidewing4046 This is why warlock is probably the most front-loaded class other than barbarian.
Most similar vids are 15 minute long. Thanks for keeping it short
Twinned is better than extended because 10 turns of haste is already more than enoug and with twinned you can haste 2 allies
I never realized this as an option but extended is for command to make it two turns instead of 1. A level 3/4/5 command that lasts for 2 turns is killer
Armor of shadows over repelling blast
Go armor of agythes over hex you will use quick spell anyways
Hasting yourself is a terrible idea because you lose hex, have someone else do that for you so you can hex and blast freely. Use your spell slots for scorching ray when you get high level spell slots. Also you can take warlock to 3 to have 2 2nd level spells that you can abuse short rests with (there are ways to get up to around 10 short rests per long rest)
No point in making your cha 19 unless you have another +1 elsewhere. Bonuses are only given for every even number. Can put the point elsewhere, get con to 16 and pick up another +2 cha at level 8, top it off with the +2 cha hat in act 3 for 22 overall for that sweet +6 bonus overall
Start with 2 levels in fighter so you get heavy armor proficiency and get action surge. Then follow this build. Then you can blast blast blast at higher levels
Yea, I prefer the controle you get from Darkness and Dark Vision ( Both magical and other) and the toggled push controle with EB I would want 3x Eldric incarnations And the Darkness spell. and you are sett to solo the game on Tac. 3 sorcery points for an extra EB is not cheap. But yea all depends on your team. For solo for sure get darkness and dark vision Eldric inc.. almost nothing can targer you in the dark and you can just stand there and puch whomever comes close out..
Might have been already said, but there's no benefit to having an odd stat over the next lower even stat. 19 gives the same bonus as 18. So for first ASI even off the CHA to 18, then bump something else. Best bet is in character creation to have two important stats be odd, then with first ASI even them both out and get two boosts at once.
Start with 2 levels of fighter, so you can wear heavy armor and action surge
Sorlock with fighter is insane. I'm building one right now and it's crazy
Avoid odd numbers in your stats if possible
There is no difference between 19 cha and 18 cha, so use the point to round out a different stat
Could you do a hand crossbow build
Been looking into something 👀
@@FinalParty_definitely wasn't expecting the swiss army bard but definitely looks like a great mid max build
That fireball though
All the fireballs with this build
A bard dual wielder with 2 deva mace. Two levels of fighter (for the con saves). 20 ac with lvl 5 spells and 3 attacks for turn
Could you make a guide about how I can make a magic blade type of build? Since hexblade is not an option I cannot use charisma to strike. I thought about keeping the charisma around 14-16 and main stat is strength and taking the paladin class but it still feels off.
I think the closest you'll get is pact of the blade on warlock. You could take our Bardlock build and expand on it. College of swords with pact of blade and you'll have 3 attacks by 11
Grab a couple fighter levels for action surge to achieve even more beam blasts
My favorite combo right now is level 10 evo wizard with level 2 sorcerer. It allows me to have 2 really powerful summons (I could have more, just my preference to have two good summons without any weak ones) and it allows me to cast chain lightning twice in a turn (3 times with haste)
I learned the hidden scroll from the book vault to be able to summon a literal angel (Deva) with 136 hp who is permanently armed and can fly, smite every turn, help people, and revive. I use the house of hope staff to allow me a free up cast (level 6) of summon elemental and get the fire mymidon who has a haste spell, the equivalent to a misty step, and a fire cone. Sometimes I go water elemental for a strong aoe heal. After I summon that I equip the legendary staff that also has a freecast feature and activate bolts of doom on it for the ability to free cast a level 6 chain lightning.
I use my level 1, 2, and 3 spell slots to convert to sorcery points for a level 6 twinned spell. Meaning I can cast chain lighting twice in a turn. I only get a single level 6 spell slot, but with bolts of doom from the legendary staff, the freecast from said staff, and I have two items that can restore a level 6 slot, I get more than enough before I can take a rest. Other than chain lightning, I typically use level 4 and 5 magic missiles. They always hit, even if im not in line of sight, which is great because im a glass cannon. With my int modifier they do significantly more damage than they say they do and almost nothing resists force damage.
Twinned spell haste is also.. very good
Hot take: 11 sorcerer with 1 in cleric for armor proficiency and shields, combined with a small selection of additional spell choices and no compromise to spellslot progression.
Why not Paladin over the Cleric lvl. That way u still get a bit of xtra heals, plus ability to use Heavy Armor and any weapon u want.
You can use metamagic to use eldritch blast twice a turn by level 5.
Or you can just hit warlock 5 which lets you eldritch blast twice a turn without burning metamagic
IMPORTANT - Notes on charisma boosting:
- Indeed pick feat ability improvement to boost to 19
- Spare auntie ethel, and optionally pass the DC check to also save Mayrina to get auntie ethel's hair **choose charisma** to boost to 20
- In act 3, buy the hat in sorcerous sundries that boosts to 22
- And visit the mirror in house of grief & pass the high DC checks to boost to 24, giving a +7 on every charisma modifier.
- Choose a lightning draconic heritage, as this boost spellsparkler (weapon from act 1) damage from 1 or 1D8 damage to (1+5-7) or (1D8 + 5-7) damage.
- Potent robe (reward from saving the tieflings from moonrise towers in act 2) stacks with agonizing blast, doubling the damage boost from your charisma modifier. from 5-7 per hit to an extra 10 to 14 per hit.
Are modifiers calculated different in BG3 to tabletop? I thought that an uneven ability score basically only did as much as the last even number, eg: a 19 confers the same bonus as an 18, etc
Do a cool druid mix!
Cast haste + mirror image then go into combat, twined spell + fireball, eldrich blast, action surge, eldrich blast, quickened spell, eldrich blast. Then it's 2 eldrich blasts per turn after that. I am currently working on this build and haven't gotten the metamagic yet so not sure if you can do both in one turn it just says you can't put multiple on one spell, so theoretically it should work.
Knowing when you're going into combat is wild o.o
Are we crazy for talking our way out of things a lot?
@@FinalParty_ I'm on my second playthrough fist one I convinced most people out of fights or to kill themselves, this playthrough I'm stacking corpses. Plus that's just a perfect combo if you don't get to do that you just haste first round of combat.
You can get a magical bow early in act 2 that gives ritual haste and ice + fire resist. its definitely worth on a sorlock and frees up a spell for something other than haste.
Theres also a legendary bow that gives celestial haste and an on hit effect I dont remember. If you care more about the spell than the resistance.
Oh dope, are you able to get the buffs from just having it equipped and not in hand?
@@FinalParty_ yeah, as long as it's in ur ranged slot, u get everything.
if sorcerer doesn't have to go 12 could you do 2 levels into fighter for the armour proficiency's and the action surge