![]() ![]() Multi-classing can involve features that just don't synergize well, or at least not up to people's expectations. I did worry that I'd sounded a bit too elitist or whatever, really all I'm getting at is that a single class character is hard to build wrong short of dumping your primary stats, or taking an exceptionally bad selection of spells (which can at least eventually be fixed for those who have set spells). I wouldn't really recommend it as a multiclass to actually enjoyably play through the lower levels, but to each their own. Particularly if you are a one or two encounter a day group a Sorcerer-Paladin can nova like no other. But the Sorcadin has its evangelists, and when it eventually comes online it seems to become one of the strongest multiclasses in the game. They both do a little better than the dreaded d6 hit die as well. ![]() But this latter part can be achieved with bard levels, which come with a lot more side benefits than Sorcerer levels, and Warlock may be even better if you are a short rest heavy group. Some people really dig the Paladin-Sorcerer multiclass, but unless you are rolling a high level character or starting with jus a small Paladin dip it is a long journey to getting enough Sorcery points to be worthwhile, made palatable only by getting way more divine smites along the way from all the extra spell slots. Even having the minimum 13 charisma to multiclass is a pretty big ask, especially since anyone martially oriented is going to need an extra high Constitution to make up for taking a bunch of d6 Sorcerer hit dice. Of the classes you mentioned only Paladins are Charisma oriented (and it is still often not a super high stat) so the utility of the broader Charisma casting opportunities of sorcerer levels is a bit limited. An option for a handful of rounds of absolute awesomeness a day usually don't really make up for a martial character taking 3 or more levels without other martial benefits. The half-casting Paladin and Ranger and the 1/3 casting Eldritch knight don't have many spell slots to burn on sorcery points. Quicken is always going to be resource intensive for anyone who is not a high level sorcerer. A three level dip is all you can take as a full caster like the cleric without losing access to 9th level spells, and, more important to most actual play, it seriously slows down your spell progression. The weakness of quicken as something to multiclass for is that it takes 3 levels of Sorcerer to get it at all, at which point you have and can hold enough sorcery points to cast it a grand total of one time without burning a spell slot or two, and using a bonus action, to re-up sorcery points. What am I missing, Paladin, Ranger, Eldritch Knight, Cleric, it seems that combining any of these with sorcerer makes them substantially better in combat? The fact that you are primarily a fighter means you can afford to use up higher spell slots (that you don’t have spells for anyway) for arcane points and do this several times a day. It doesn’t matter that you’re quickening a spell as you’ll be attacking at the same time not casting anything else. However metamagic lets you take your full attack (3 attacks potentially for a 6th level hunter), and then cast any spell for only 2 arcane points. Is it me or is metamagic quicken by far the best way of casting and attacking? The Eldritch knight lets you attack once as well as casting a cantrip. ![]() particularly you to level 3 to get meta magic quicken spell. Then finally I tried adding a few levels of sorcerer. I started off as fighter(Eldritch knight), then redid the character as a revised Ranger with the alternate class features. So for the first time I tried playing a mixed caster and melee. ![]()
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