Rounding out our recent trio of [x]adin build guides, Sorcadin comes in as the single most reaction-heavy thing I’ve ever seen, meaning that it’s a great character to play if you want to make sure you’re staying very involved in what’s going on mechanically in combat the whole time, not just on your turn. Its damage is also very high owing to the popular tactic of melting high level spell slots into more low level slots and using them to smite. At higher levels, you can end up smiting twice a turn, every turn. Take a read through this mechanically complex but very rewarding gish build and see if it’s the right thing for your next character. Enjoy!
DnD 5e – New Sorcadin Build Guide
December 18, 2022
If I play this build I like to go:
Paladin 6(devotion) this mainly gives smites and aura of protection as well as decent mobility with find steed. And blindsight(important!) and aid
Then 14 clockwork sorcerer, this gives mainly armor of agathys fire shield the lv6 and 14 subclass features and tasha’s otherworldy guise. As well as metamagic obviously.
With hobgoblin as our race, as well as some funky stats(13 12 14 12 8 20) we can’t fail saving throws with a dc of less than 19.(to activate our race abbillity we carry around a bag of awakened shrubs whom we can see through cover with our blindsight) then we take the war caster feat and the shield master feat(for the last abbillity that let us negate dex save based damage on succesful saving throws) and skill expert for better grapples. If you throw this all in the mixer you get a monster that can barely be dammaged by mellee or ranged attacks as well as all saving throws.
As a last note always use gargantuan weapons for the extra dammage, the lowest atttack roll you could make is 26 so disadvantage really doesn’t matter.
I really like your level of breakdown in your articles, thanks for writing them out so clearly.
I am currently planning on using your build from the ‘Sorcadin: Smite Like Clockwork’ article, but I’m a little confused about something. At the 4th level when you take the first dip into Sorcerer you show the new spells gained as: Silvery Barbs, Magic Missile, Absorb Elements, Protection from Evil and Good (c).
I get that Protection from Evil and Good comes from the Clockwork origin, but I think you’ve listed maybe one too many spells here because Sorcerer only knows 2 spells at first level. Are we supposed to pick two from the three you’ve listed or was there some way to add another spell to the spells known that I missed?
Looks like that was an error on our part. One of those four spells should be Alarm. I’ll make corrections.
Okay cool, I’m not crazy then haha.
I took Magic Missile out of the list that I ended up using, because it seemed less important to the build overall and there was a point later on that Absorb Elements was mentioned as a useful mechanic to have.
Thanks again for all of your content, it’s much appreciated.