Sorcadin build 5e
Sorcadin build 5e is always in high demand. It takes whatever paladin levels you wish to (at least two for Smite) and as many levels of Sorcerer you wish to have. With your Sorcerer’s spell slots and points, you can benefit from being a full-caster heavy armor and martial weapons to get super-powered smites.
I suggest six levels of Paladin for good auras, ASI, and the extra attack. Then the 14th level of Divine Soul sorcerer for cleric and Sorcerer spells goes up to the 6th level.
The well-known Coffeelock is another enjoyable OP builds involving Sorcerer and warlock.
The basic idea is that you need to complete three Warlock levels to get The Tome boon. Choose the invocation that will make you not sleep, likely an Agonizing Blast or whatever else you wish. Then, go to Sorcerer (I prefer the red draconic Sorcerer if you choose to go with fiendlock because it is thematically compatible). Warlock slots are refreshed after a while and always remain at the top of their game. Can be. If you aren’t sleeping, you could take eight consecutive short rests theoretically. Make your warlock slots Sorcerery Points each hour. You can now metamagically make slots for spells to your heart’s satisfaction.
Coffeelock is frequently prohibited due to this, but Sorcadin may not be. It depends on your Table and DM.
Sorcadin. Some use “Paladorc.” Some people use “Paladorc,” but this word can be misinterpreted as Half-Orc Paladins. The worse thing is there is a strong likelihood that Half-Orc Paladins are a pretty regular and a solid choice). This guide initially used the term “Paladorc” as the first reference to them. However, many have said that it’s better to use a name that is easier to connect to Paladin/Sorcs instantly, so I’ll describe this build as multiclass.
Pros and cons of Sorcadin 5e
The Sorcadin is a fantastic build with a gish that excels at practically anything. However, to make its strengths more readable and easier to understand, we’ll break it down into various components.
- Insane Nova Damage
- Versatility via High-Level Spells
- Strong Both Martially and Magically
- Fills in Any Party Role
- Running Out of Resources
- Doesn’t Work at Low Levels
- Lower Stats (Point-Buy only)
WHY PLAY A SORCADIN?
There are a variety of choices when it comes down to multiclassing. You could combine two bards and a warlock to make the musical eldritch blast. (imagine the pain of a blast to bagpipes) or even an esoteric wizard and barbarian to make a power attack trickster. For me, however, I’ll go with the sorcadin. The sorcerer and paladin class features work well to enhance their respective strengths and produce something more potent than the totality of their components. Sorc-A-Din.
Sorcerer and Paladin are both spellcasters who rely upon their Charisma as well as the many spell slots. The Sorcerer’s acquires can be channeled into Paladin’s Divine Smite feature for a massive number of damages. If you’re playing it right, you’ll be able to use the armor and healing capabilities of a paladin on top of the damage. Sorcadins rank among the best multiclass options available in 5e. If you’re looking to find an effective spellcaster that still has the armor of a sword, this combo will probably be the right choice for you. Suppose it is done correctly. A Sorcadin is a character type that can fulfill any job your group requires. It may be healing, dealing with damage spellcasting, and could even be the face of the group.
What are the Downsides?
If this sorcadin-related thing is so unique, why is it that people play a sorcerer or Paladin? Like any multiclass, you’re trading off the progress of one class to gain characteristics of another. However, the main problem is that sorcadins can go from a SAD class (single capability score-dependent) to a MAD group (multiple abilities scores dependent). There’s a chance that you’ll need to perform a few tasks to maximize the effectiveness of your sorcadin. So sorcadins are particularly weak on score scores. They also focus on utilizing a lot of money to deal enormous nova damage. However, they only refresh after a long rest and can be exhausted when combats are long or if you have a lot. In addition, although a sorcadin will be tankier than the average Sorcerer, it’s also much squishier than your standard Paladin.
What Level Does a 5e Sorcadin “Kick In”?
Each multiclass build will likely have an optimized level in which the “kick in” and include all the features working correctly. Sorcadins are at the 5th level, specifically, two Paladin levels and three degrees of Sorcerer. It’s not that they’re unplayable or ineffective before the 5th level. They begin to function as a sorcerer or Paladin and in our new strategy for sorcadins.
Do I Take Paladin or Sorcerer First?
We’ll discuss the precise order to level up later. However, it’s crucial to remember that your initial level should be the Paladin. Sorcerers will lose the ability to build heavy armor, which is usually a vital element of the sorcadin’s design. It is because of how proficiencies are used when multiclassing.
What Class Features Do We Care About?
Each class feature comes with an application. However, there are a few critical features to be “going for” when putting together a character for a sorcadin.
Paladin Features for Sorcadin
- Hit Points The paladin levels you complete will give you two hit points higher than the sorcerer level by using their tiny d6 hit dice (just like the wizard).
- Heavy Armor This Sorcerer’s armor is fragile. Choose to start your journey as a paladin. You’ll get access to the heavy armor and shield abilities straight from the beginning. It will take some adventure to acquire that high-end plate armor, but it’s worth it to have the perfect 19 AC base.
- Expertise in Weapons: Sorcadians are expected to be using martial weapons and wielding spells. Gaining the first weapon proficiency by the paladins is the key to achieving that.
- Divine Smite: Gained at the 2nd level, this is the most expensive item you’re deciding to pick a Paladin over other classes in martial arts. Divine Smite lets you sacrifice your spell slots for constant damage when you strike things with a melee attack. It does not matter which class the slots belonged to. That means that you can utilize the many spell slots of sorcerers as pure smite damage. Every 1st level slot transforms into 2d8 and 1d8 damage, each slot level higher than 1st and until a maximum of 5d8 damage from smiting. Also, 6d8 smite damage is possible when the victim is undead or infected.
- Combat Style: It’s also gained by the 2nd level. Your combat style can go a long way in enhancing your ability to fight. Be aware that you’ll need your hands free from spells (until you’ve taken warcaster). Also, although all paladin fighting styles have merits, I prefer dueling or defense when it comes to an all-hand weapon and shield.
- Additional Attack At 5th level This is among the main reasons to continue advancing to paladin levels since you can’t obtain it from a sorcerer.
- Aura of Protection It is gained at the sixth level. You and your friends receive a bonus on ALL saving throws, equal to the value of your Charisma bonus. That is much more optional; however, it’s among the most potent defensive options that you can play.
The Sacred Oath: You get the first sacred oath ability at the 3rd level, and the aura feature of the oath won’t begin until the 7th. The kind of character you pick these archetype abilities could be worth the investment, and we’ll discuss the subject further.
Sorcerer Features for Sorcadins
- Spellcasting, The sorcerers, can be described as full-step spellcasters. Sorcerers have the full range of spellcasting abilities that means you’ll have access to more advanced slots more quickly. They are ready to unleash your divine power to smash your foes into an inferno. They also use Charisma to cast spells as a capability. Additionally, you’ll have access to the spell list for sorcerers and the Paladin’s spell list, with some great applications.
- Quickened Spell At the level of 3, you are granted metamagic choices, such as the ability to speed up your Spell, which allows you to go completely off with the nova damage. Quickened spell lets you spend two sorcery points to cast the magic spell in a bonus action instead of an action. That isn’t always as effective as it appears because there are still limitations to casting multiple spells during one turn. As a sorcadin, you can use your action to create an attack with melee (and strike the target with it) and speed up an effective damage spell in one turn.
- Twinned Spell Additionally, at the 3rd level, you’ll be able to make use of twinned spells as a metamagic choice. That will essentially boost your power using things like touch attacks, as long you have several targets to target with a very low price in magic points.
Sorcerous Origins: Different from the paladin swearing oaths, sorcerers gain their archetypes from the first level. Some of them are excellent for a melee-focused character. We’ll explore these more in a minute, and you’ll also get plenty of good things from this archetype.
SORCADIN ABILITY SCORES
Although you could build a Dexterity-based sorcadin, I strongly suggest sticking to Strenuous. It is your primary physical strength since we can benefit from heavy armor and do not have for Dexterity to gain AC. In the case of most sorcadins, you’ll have the same set of scores as you would for the Paladin, but with a slight focus on Charisma. You’ll want the character strength as well as your Charisma to be as high as you can (minimum 16.) with Constitution as your third-highest ability score.
Intelligence, Dexterity, and Wisdom are all dump statistics for you (excepting certain Dex build).
Your statistics will be competing against several key feats that’ll require early preparation, and maximizing your score will be crucial. You’ll have to sacrifice at the very least one of your scores for the task, so make sure you think ahead about that.
Remember that if you start the first level of Paladin, you’ll need to have at least 13 Charisma to multiclass into Sorcerer when you first start as a sorcerer. You’ll need at least 13 Charisma and 13 Strength. However, these aren’t the highest benchmarks, and both scores will be better for you; however, you should stay above the minimum.
Similar to paladins, the sorcadin character needs Strength and Charisma first, as well as some Constitution to keep the hit point number healthy and fit. The following races have a mix of Strength and Charisma, which makes them excellent selections for a character of the sorcadin:
Aasimar base gain 2 Cha, and the fallen varieties also gain +1 Str. Aasimar has already been described as magical, with spiritual overtones, and is an excellent option for sorcadins starting. Aasimar that is falling can cause more damage with their necrotic Shroud feature. You get necrotic as well as radiant damage resistance to your troubles.
Changelings are granted +2 Cha and +2 to all other abilities that you can put into Str. Changelings technically are locked to the Eberron setting. However, your DM might allow them to be used elsewhere. They are a great character for a party. They give you greater flexibility concerning the role you play in your party.
Dragonborn gets +2 Str as well as +1 Cha. Dragonborn gain Damage resistance you choose and breath weapons that are useful at least in the initial stages. It’s particularly thematic in the case of an esoteric sorcerer. There’s more to come on this later.
Half-elves gain +2 Cha and have +1 to two other abilities they choose that you can use to make Str and Con. The spread of ability points offers you an opportunity to get a 16 in Strength, Constitution, and Charisma at the level of 1. You should consider this as your top alternative if you’re looking to be able to min-max your sorcadin.
Base humans get an additional +1 to every ability score. In contrast, the variant human is granted an additional +1 to the two abilities you choose (and perform a feat). Humans of both types are extremely adaptable. However, the different humans (if your DM allows it) are a great option because they could grant you an early War Caster feat ahead of the timetable. Suppose you decide to choose this route to become the early warcaster. Keep in mind that it comes with the requirement that you are “able to cast spells.” It means you’ll be required to begin your first level as a sorcerer rather than Paladin and could be denied the heavy armor.
The Zariel variation Tieflings gain 2 Cha and gain +1 Str. That variant of tiefling is specially designed for sorcadians. You also gain several of the best “smite spells” as racial spells that allow you to liberate some slots to use more Smites. That is in addition to the very tasty fire resistance, too.
Tritons can gain +1 Str +1 Con and 1 Cha. Similar to half-elves, tritons offer the chance to min-max those three skills you’ll need the most. Even without min-maxing, tritons are an attractive option for sorcadians. Apart from the water-based features, you can gain useful utility spells and gain resistance to cold-related damage.
SORCADIN FEATS 5E
You could technically accomplish any of the standard martial or style actions with acceptable results. To me, there is only one crucial ability you’ll need as a character of the sorcadin, and it’s the War Caster.
Warcaster comes with various characteristics, and each can be combined to allow martial/spellcasting to perform effectively. In total, you will have the following advantages:
- Benefit from Concentration checks that are made to keep your spells in place.
- You can cast somatic elements of spells when you have your hands full.
- You can cast spells using opportunity attacks.
All of this is crucial to the character’s martial or spellcasting style. You’ll be able to do a better job of keeping your spells fighting by completing the concentration saves. You can use an entire sword/board combo or a weapon with two hands without worrying about the Spell’s components. Then, that Attack of opportunity could cause devastating damage.
MULTICLASS SPELLCASTING WITH SORCADIN
If you mix two different casting classes for your character, it can get somewhat snarky.
Your spells are recognized, and suppose you’ve two Paladin levels and four Sorcerer levels. You’ll have the same amount of paladin spells when you’re a second-level paladin, the same number of spells used by sorcerers as a 4th level sorcerer.
The only thing that isn’t quite right is in the spell slots. Instead of keeping the spell slot progressions of your two classes, you can instead mix them all to create “multiclass spellcasting.” Multiclass spellcasters utilize their unique table. They determine the “level” on that table by using the classes as a base. They count the “full casters” count as full levels, while”half-casters” counts as a half level “half casters” count has half levels.
For our sorcadins, that means we count each sorcerer level as a full-level within the multiclass table for spellcasters; however, our paladin levels count as half. For instance, if your sorcadin is two levels of Paladin and four levels of Sorcerer, they’d be counted as 5th level spellcaster at the table. Also, note that there’s no distinction between the terms “paladin spell slot” or”sorcerer’s spell slot” “sorcerer spell slot,” you’re familiar with the spells you’ve heard. You can apply the slots to spells of either class. Also, the “correct” number of paladin levels will be equal since unusual paladin levels are not eligible on the spell slots.
Since it’s a multiclass consisting of two distinct spellcasting classes, you’ll be able to access many choices at your level of Spell. The spells that you’ll need to be focusing on improve or benefit from combat in melee.
First, we have melee cantrips. They are notably green flame blades and booming blades. Contrary to normal cantrips, these cantrips trigger an attack with a melee weapon when casting the Spell. That means that their damage is added to your normal weapon damage and the divine damage from smiting. Greenflame blade is likely to be the better of the two since the booming blade depends on movement by the enemy while the green-flame blade triggers regardless. They are particularly useful in the absence of a plan to (or at least not yet) the possibility of an extra attack.
Then we’ll look at the min-max favorite of the shadow blade. Shadow blade creates a gloomy magical sword that you can use exactly like a regular magical weapon. However, it gives you a base of two-d8 damage to psychics. There has been some debate regarding this combo. However, it is still possible to use a Shadow Blade by casting a green flame blade and using the divine smite at once in one Attack.
Beyond that, you should benefit from the more powerful combat spells available to sorcerers, such as shield and image, as well as the healing and smiting abilities granted by your paladin level.
SORCADIN OPTIMAL CLASS PROGRESSION
For any multiclass, there is the best way to advance your character and a “correct” ratio of levels for every class. For Sorcadins, I think we have three choices as the best designs from the multiple class.
Paladin-2, Sorcerer 18
This progression starts with the paladin level. However, they’re just an opportunity to test the essential things. You can simply advance to all the levels you can reach in the Sorcerer. Our progression is like this:
Levels 1-2 Paladin
Levels 3-20 Sorcerer
Pros: The highest level spells and the best ability to access metamagic as well as spell slots.
Cons: No additional attack, no security aura or access to higher-level Paladin spells, and no vow of oath.
The sorcadin build is more of a full caster build, with powerful armor and incredible strike (which is still awesome). This initial dip of 2 levels gives you the most power of what the Paladin offers without losing many skills to cast spells or sorcery points. It’s also the least squishy option for a character concerning hit points, which means you might need to dedicate more time to building the Constitution up to date to compensate. Additionally, as this build does not gain any additional attacks, It is highly recommended to use martial cantrips such as green flame and booming blades.
Paladin-6, Sorcerer 14
This progression starts in the same way as before. Still, we change with paladins after hitting our metamagic and then one of our ASI to gain our lovely shield. That is how our progression works: this:
Levels 1-2 Paladin
Levels 3-6 Sorcerer
Levels 7-10 Paladin
Levels 11-20 Sorcerer
Advantages Aura that protects, additional Attack, additional hit points.
Cons There is no oath aura. Lower-level spells for sorcerers.
That is the one I prefer to design of sorcadin. I believe that pushing to 6th level Paladin is well worth the drop in sorc spellcasting, not just for the protection effect but also the boost to your hit points total. Combine that with the added attack power and gain access to some most powerful Paladin spells. I like this as the ideal all-rounder sorcadin option.
Paladin-8, Sorcerer 12
The same as the previous variation, except we move a little further towards Paladin to get their oath aura as well as another ASI. It’s worthwhile pushing up to 8 if you’re planning for the 7th level of oath ability since having an unbalanced level for Paladin can seriously hinder the progression of your spell slot. The progression of ours looks like this:
Levels 1-2 Paladin
Levels 3-6 Sorcerer
Levels 7-12 Paladin
Levels 13-20 Sorcerer
Advantages Aura that protects, additional Attack, more hit points Aura of oath.
Cons: Very limited access to spell slots and metamagic for the majority of the game.
The character will appear more like a straight paladin much of the time that you’re playing it. Still, it also has access to amazing arcane power. I’m not convinced that the effort to take the Oath aura is worthwhile. However, should you want to make the polearm character function as a sorcadin? You’ll need the 7th Aura of conquest in the oath archetype. I’d only suggest this build for a human variant for the bonus feat since it’s very feat-intensive (war caster and polearm fighter and sentinel).
BEST PALADIN ARCHETYPES FOR SORCADINS
Suppose you’re just going for the Paladin dip (paladin 2 / sorcerer 18). In that case, you’ll not even get access to the Paladin’s holy swearing oath, so don’t fret about it. The sacred oaths begin at the 3rd level and provide access to spells of choice and channels divinity choices. At the 7th level, they typically provide an aura-based feature. The sacred oaths do not offer any features until the 15th level or 20th level, which will practically guarantee that you won’t use them to enhance your sorcadin. That means the features at the 3rd and 7th levels are the only ones you should consider. There are many other sacred oaths, but we’ll look at the ones that are best suited to the sorcadin-themed character build:
Oath of Conquest
Oath of Conquest is abused often in the construction of polearms, in the sorcadin builds., the most appealing aspect of this oath remains the Aura you receive when you reach 7th level. Another thing to consider is the fact that this oath grants you access to Spell’s Spiritual Weapon. Spiritual Weapon allows you to be a threat with your bonus actions. After you’ve run out of points for the spells, you can speed up. But, I’d take this oath in the role of a sorcadin if you intend to take enough levels in Paladin to be able to use that aura ability.
Oath of Devotion
That is among the best options when you’re just taking the 6th level of Paladin. One of its most impressive options is the channel divinity feature you get at the 3rd level. Sacred Weapon lets you add your CHA modifier to your attack rolls for up to a minute and then recharges during an unintentional break. As a sorcadin, you’ll boost your Charisma greater than the typical Paladin. It can make you much more reliable when fighting.
Oath of the Watchers
This channel’s divinity feature is a great benefit against enemies with certain types of attacks. It gives you an advantage and your group against any mental saves for the duration of a moment. That is a great option for those who are only going through a few levels of Paladin. Aura 7 is offering the bonus of initiative is also a good thing. However, I’m not sure if it’s worth taking the dip to gain.
Oath of Vengeance
The oath is a crucial component of some of the most famous Sentinel designs, mostly because of its Abjure Enemy feature that will stop your enemies from moving. Additionally, you gain access to the mark of the spell hunter. With all the sorcerer spell slots increasing the damage, you deal with the Spell is not expensive. However, the Aura isn’t worth it, and I wouldn’t go beyond the 6th level for this archetype.
The most sinister of the evil Paladin oaths and probably the most damaging. Aura of Hate boosts not just your damage output but also the melee damage of your close allies. It makes this oath a powerful damage multiplier when you or some of your friends are melee fighters. As a sorcadin, your primary reason for taking this oath is to access the Spell that inflicts wounds. Inflict wounds are an extremely powerful damage-dealer that is typically balanced because it requires a melee attack. As a Sorcadin, melee is precisely where you’d like to be, and a speedy attack that inflicts wounds, along with a divine smite Attack, can knock the enemy out like something.
BEST SORCERER ARCHETYPES FOR SORCADINS
Sorcerers acquire their sorcerous roots at the 1st level, meaning that you’re choosing one regardless of how many levels of Sorcerer you choose to take. Because you’ll be going at least a little into Paladin levels, you won’t be seeing the later features for the majority of your adventures. Therefore, we’ll concentrate on the first-level features essential to the class and those acquired at the sixth level. Unfortunately, most sorcerer subclasses don’t add anything to the melee-focused strategy; however, a few excel. The following archetypes for sorcerers are particularly well-suited for sorcadin-based builds:
It may appear to be a most boring healing option initially because it generally increases your healing power. While that’s the case (and it’s also a huge advantage for you as a character), you can use it to access the powerful Spell that can inflict wounds. It’s already possible to heal wounds as part of the paladin level. Gaining inflict gives you the much-debated one-two punch of a powerful strike followed with a speedy inflict wound as a bonus.
That is a very appealing option and will completely take everything else out of the door. The draconic bloodline gives the player access to an alternative AC built around your Dexterity. That makes it the most effective method to create a Dexterity-based sorcadin. You get free “toughness” and bonuses to the damage types you choose. That opens the possibility of initially taking the sorcerer level since you no longer require the armor proficiency (and taking it will give you proficiency in Constitution savings). I’m not sure whether this is the most effective option for a sorcadin. However, it’s certainly the best option for building the Dex build (or simply one with dragon-themed designs).
That is a potential contender because of the Strength of Grave ability you get at the beginning of your level. It gives you the ability to create an “undead fortitude” save to appear after you have been killed every long period of rest. That could be more potent for your armored Sorcadin rather than a soft sorcerer and may keep you in the fight for a short period.
I am in love with this choice for sorcadins, and this is the one I suggest most. The first level feature allows you to fly 10 feet in an extra action without inciting attacks. At a cost that isn’t too high for the bonus action, you’ll be able to fly into and around combat without difficulty. The 6th level option encourages you to cast lightning and thunder spells. However, lightning bolts and thunder waves are spells to cast regardless. In general, it’s the Sorcerer archetype that puts you in the middle of battle, and that’s exactly what the sorcadin would like to be.