Talk:Wint's Character Sheet
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tactics
- try to be wand and shield ranged blaster as much as possible. use spells to avoid melee and focus slots and sorcery points on big powerful spells with flexibility on damage types. quickened mind sliver and heightened metamagics can be used to make sure a single enemy is very likely to fail any save or suck spell when needed. burn pact magic slots for more sorcery points any time the party can be convinced to take a short rest. probably select offensive damage over buffing or control spells. depending on spell and invocation choices could lean into communication kind of spells and abilities or extraordinary senses like magic darkvision/detection, etc.
Level Advancement Plans
- Level 3: Sorcerer 2
- Sorcery Points, Flexible Casting, +1 Spell Known, +1 Level 1 slot
- Level 4: Sorcerer 3
- 2 more Metamagic (Quickened, Heightened or Twinned), +1 Spell Known, +1 Level 1 slot, +2 Level 2 slots
- Level 5: Sorcerer 4
- Proficiency Bonus +1, Cantrip boost, Feat - CHA ASI,
- Level 6: Warlock 2
- +1 Pact Magic Level 1 Slot, Eldritch Invocations (Agonizing Blast, Repelling Blast or Devil's Sight or other), +1 Spell Known (Comprehend Languages or Protection from Evil and Good or Darkness if Devil's Sight taken),
- Beyond: Probably all Sorcerer, low chance of at some point Warlock 3 for level 2 pact slots, +1 known spell, and probably a ritual tome pact
- Other feats to consider: CHA ASI, War Caster (though probably not overly reliant on concentration spells), Extra Invocation,
- upgrade armor when possible