The Sorcadin – Paladin/Sorcerer Multiclass Build Guide

Learn how to play the awesome Sorcadin with full leveling guides, full spell lists, and easy to navigate sections to only read what you need!

Article Disclaimers

For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.

Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.

For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.

To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.



Why Sorcadin?

Do you want to slap an enemy with the righteous fury of 1000 suns? Well you’ve come to the right place! The Sorcadin is a very popular multiclass option as you take the offensive shell that Paladin gives you and dial it up to 11 by getting a bunch of extra spell slots to invest into Divine Smites. If you like turning your enemies into a fine paste as fast as possible, this is the build for you!


Quick Level Up Guide

LevelClass Features/FeatNotes
1 – 1 PaladinLay on Hands, Spellcasting, Weapon Mastery+ Bless
+ Thunderous Smite
2 – 2 PaladinFighting Style (Dueling), Paladin’s Smite+ Divine Smite
+ Wrathful Smite
3 – 2 Paladin 1 SorcererInnate Sorcery
Spellcasting
+ Booming Blade
+ Green-Flame Blade
+ Mind Sliver
+ True Strike
+ Feather Fall
+ Shield
4 – 2 Paladin 2 SorcererFont of Magic
Metamagic (Heightened Spell, Quickened Spell)
+ Absorb Elements + Silvery Barbs
5 – 2 Paladin 3 Sorcerer (Wild Magic)Wild Magic Surge
Tides of Chaos
+ Suggestion
+ Web
6 – 2 Paladin 4 SorcererFeat: War Caster (CHA)+ Sorcerous Burst + Misty Step
7 – 2 Paladin 5 SorcererSorcerous Restoration + Counterspell
+ Hypnotic Pattern
8 – 2 Paladin 6 SorcererBend Luck+ Dispel Magic
9 – 2 Paladin 7 SorcererNone+ Polymorph
10 – 2 Paladin 8 SorcererFeat: Charisma to 20+ Dimension Door
11 – 2 Paladin 9 Sorcerer+ Synaptic Static + Wall of Stone
12 – 2 Paladin 10 SorcererMetamagic (Empowered Spell)+ Blade Ward + Hold Monster
13 – 2 Paladin 11 Sorcerer+ Mass Suggestion
14 – 2 Paladin 12 SorcererFeat: Constitution to 18None
15 – 2 Paladin 13 Sorcerer+ Teleport
16 – 2 Paladin 14 SorcererControlled ChaosNone
17 – 2 Paladin 15 Sorcerer+ Dominate Monster
18 – 2 Paladin 16 SorcererFeat: Constitution to 20None
19 – 2 Paladin 17 SorcererMetamagic (Subtle Spell)+ Wish
20 – 2 Paladin 18 SorcererTamed SurgeNone

Questions About Multiclassing?

Not every inherent interaction here is going to be mentioned in the guide, so check out the multiclassing guide to help answer any additional questions you may have!


Commonly Asked Questions About Sorcadin

What Sorcerer Subclasses Work For Sorcadin?

Realistically, any of them! I chose Wild Magic mostly for Tides of Chaos to give you advantage on attacks and extra sauce on your Sorcerer spells. I think any of the subclasses would realistically work well depending on what you’re prioritizing on your Sorcadin, but personally, I’m using this to be as aggressive as possible so Wild Magic was the class that worked the best for me.

Why Only 2 Levels In Paladin?

This build definitely wants to start Paladin as you will have a substantially better AC early on increasing your odds of surviving the early levels until the build comes online. The second level gives you a “full” level for spellcasting progression when you switch to Sorcerer on top of getting Divine Smite, so it’s the best time to swap out for this build. Since you can use Divine Smite with any spell slots, having more spell slots to use it with is always great.

If I Went To Level 3 For The Paladin Subclass, Which Is The Best Subclass For This Build?

A lot of Paladin subclasses would work really well with this sort of play style, but I would opt for the more “aggressive” subclasses like Conquest, Devotion, or Vengeance (Devotion and Vengeance coming out ahead of Conquest in my opinion). All of these subclasses help you hit enemies one way or another so any that help in that capacity work. If you do decide to go for your subclass, I would go one more level to get your feat then I would probably hop out at that point.

Why Not Level Paladin Until 5 For The Extra Attack?

As Sorcerers have access to all the great attack cantrips from Tasha’s and Xanathar’s, it’s not a big deal to not have the extra attack and instead opt for these awesome attack cantrips. While going the extra attack route would end up being higher DPR on average, that also means giving up more spell level progression, higher level spells in later levels, and lowers your utility as you’ll have fewer spells to work with in general. That said, if you wanted to level Paladin until level 6, that’s something I could get behind.

Why Potentially Level Up Paladins To Level 6?

Aura of Protection! This ability is extremely powerful and could definitely be worth the wait. I would consider going to level 6 if both of these are true: you don’t mind giving up aggression to provide more support to the party and you have multiple people on the front lines with you. If you don’t have both of these, then I would probably stick to hopping out at level 2.

Why “Sword and Board” Over a Two Handed Weapon For Extra Damage?

You absolutely can use a two-handed weapon if you want and even slot Great Weapon Master into your feat progression at some point to deal more damage and make your non-True Strike melee cantrips more appealing, but while you do have 2 Paladin levels, you are not as tanky as a typical Paladin. Since you’ll mostly be getting health from your Sorcerer side and all of your AC will be from the armor you’re wearing, you’ll be at a greater risk of going down in a fight compared to having a Shield for more AC. Furthermore, with the Dueling fighting style, your damage will be relatively comparable to a two hander for the most part anyway so I think having the shield is pretty free!


What’s The Game Plan Of The Sorcadin?

This build focuses on “nova” damage, or dealing a lot of damage all in one round. While you do want a lot of spells for utility, you are probably playing this build to do a bunch of damage at once so that’s where most of your spell slots are going. To that end, you are going to be mainly attacking with True Strike, and against tougher enemies, soften them up with big Divine Smites. You do always want to save some spell slots for emergencies or critical hits, but beyond that, you’re just a pure damage dealer!


Level One Build


Species: Goliath (Cloud Giant)

Attributes:

POINT BUY
STRENGTH15
DEXTERITY8
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM8
CHARISMA15 (+2 background) = 17

Class: Paladin

Class Features: Lay on Hands, Spellcasting, Weapon Mastery

Skill Proficiencies: Intimidation and Persuasion

Background: Merchant (Lucky)

Starting Equipment: Warhammer, Shield, 10 Javelins, Explorer’s Pack, Chain Mail, Holy Symbol, and 50 gp + 50 gp from background

Starting Spells:

SPELL LEVELSPELL NAME
1st Level SpellBless
1st Level SpellThunderous Smite


Species: Goliath (Cloud Giant)

As this build will only have one attack, the value of the Hill Giant’s Tumble is definitely lessened greatly. To that end, having the ability to teleport around without needing to use spell slots is definitely nice, especially for a build where positioning really matters.


Attributes

POINT BUY
STRENGTH15
DEXTERITY8
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM8
CHARISMA15 (+2 background) = 17

For this build, you’re looking to have your Constitution and Charisma as buffed as possible. Since you need 15 Strength to wear the heaviest armor sets, you’re going to need that as well.


Proficiencies: Intimidation and Persuasion

Pretty standard skill proficiencies for Paladins. Nothing novel here.


Background: Merchant (Lucky)

While I would normally pick Entertainer for boosts in Dexterity and Charisma, this build doesn’t need any DEX so having a background with a decent origin feat and grabs you Constitution and Charisma is the direction you should go.


Starting Equipment – Warhammer, Shield, 10 Javelins, Explorer’s Pack, Chain Mail, Holy Symbol, and 50 gp + 50 gp from background

The standard fare for a sword and board Paladin.


Class – Paladin

Your starting class is Paladin and you get two abilities to start off with – Lay on Hands, Spellcasting, and Weapon Mastery.

Your first ability is Lay on Hands. You get a pool of health equal to 5 times your paladin level, and as an action, you can heal someone as much as you’d like using that pool. This is a solid ability and will always provide a decent amount of healing whether you need to bring an ally up, top an ally off, or even spend 5 points to cure a disease or neutralize a poison. A solid ability all around.

Your second ability is Spellcasting which will be expanded upon later, but Paladins are your typical half-caster.

Finally, you get Weapon Mastery for two weapons, and you should choose whatever weapons you have currently have. Which, in this case, will be the Trident and Javelins.


Starting Spells

SPELL LEVELSPELL NAME
1st Level SpellBless
1st Level SpellThunderous Smite

You can only prepare two spells to start with, and I will always recommend starting with the best two – Bless and Thunderous Smite.

Bless is an excellent buff that gives you and a few homies a little buff to attack rolls and saving throws. This is going to remain excellent pretty much throughout all levels of play!

Thunderous Smite is a derivative of Divine Smite which gives up a smidge of damage for the chance to push an enemy back and knock them prone. We love knocking enemies prone already, so having another shot at it is always nice.


The Build Level 2 Onward


Level 2-5


Level 2

Class: 2 Paladin

Class Features: Fighting Style (Dueling), Paladin’s Smite

Spell Change Log: + Divine Smite + Wrathful Smite

SPELL LEVELSPELL NAME
1st Level SpellBless
1st Level SpellDivine Smite
1st Level SpellThunderous Smite
1st Level SpellWrathful Smite

2 levels in Paladin brings more spells, your Fighting Style, and Paladin’s Smite!

While there are a few fighting styles that are super reasonable for Paladins, for this build, I like grabbing Dueling. Since you want pretty high AC for this build to not get crushed by an errant hit, Dueling helps offset the damage you lose from not using a two-handed weapon. You could opt for Defense instead if you like, but +2 to damage rolls is really nice.

As the Paladin’s most famous feature, you get Divine Smite! Divine Smite lets you convert spell slots into damage with the base being 2d8 radiant which is quite strong. What makes Divine Smite so potent is that you can tack it on after you know whether you hit or not so you can never accidentally waste them, and better yet, you can throw them into a critical hit to get double the damage! As a general note, a lot of Paladins tend to use all their spell slots on just simply Divine Smiting, and while you absolutely can do that and have good results, I think it’s generally better to save Smites in an attempt to finish a problematic enemy off or when you get a critical hit rather than just doing it with every hit. Even as a half-caster, your spells are potent so don’t forget about them!

Finally, you get your spell choice this level with Wrathful Smite. Unfortunately, this spell did get nerfed from the previous version, but giving up damage to potentially frighten the enemy is a pretty good deal.


Level 3

Class: 2 Paladin 1 Sorcerer

Class Features: Innate Sorcery, Spellcasting

Spell Change Log: + Booming Blade + Green-Flame Blade + Mind Sliver + True Strike + Feather Fall + Shield

CLASSSPELL LEVELSPELL NAME
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield

Sorcerers get two inherent features at level one: Innate Sorcery and Spellcasting.

Innate Sorcery is a new feature from the 2024 Player’s Handbook, you can activate this twice per day as a bonus action to increase your spell save DC by 1 and to give yourself advantage on all your spell attack rolls. Save this for tough fights and this will be extremely helpful, especially for spells that require a spell attack.

Spellcasting has also been vastly improved for Sorcerer now that you both get to prepare spells rather than memorize them and you get to prepare significantly more spells than you could ever memorize from the 2014 rules.

For spells, you get a bunch of cantrips and a few 1st level spells to work with!

Since you’re going to be in melee a lot, I like picking up Booming Blade, Green-Flame Blade, and True Strike. Booming Blade is good against single targets, Green-Flame Blade is good if there’s multiple targets, and True Strike is good for slightly better accuracy now and much better hits at levels 6 and 10. For your final cantrip, I like Mind Sliver to make your enemies have a tougher time passing their saving throws, but Fire Bolt is a great option as well.

For your first level spells, I like picking up Feather Fall and Shield.

I always like picking up Feather Fall early as you never know when you might be plummeting to your doom.

Shield is simply one of the best level one spells in the game as getting +5 AC for the turn as a reaction is extremely good and helps you survive like nothing else at this level.


Level 4

Class: 2 Paladin 2 Sorcerer

Class Features: Font of Magic, Metamagic (Heightened Spell, Quickened Spell)

Spell Change Log: + Absorb Elements + Silvery Barbs

CLASSSPELL LEVELSPELL NAME
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs

Your first class feature is Font of Magic which introduces Sorcery Points into the mix. Sorcery Points are your resource to either give you more spell slots or used to fuel Metamagic features!

Your second feature is the most emblematic Sorcerer features, Metamagic! I will always recommend taking the two best Metamagic features immediately – Heightened Spell and and Quickened Spell. Heightened Spell is excellent to make any spell with saving throws much harder for enemies to pass, especially useful for spells that have no effect if the enemy passes the save. Quickened Spell, on the other hand, does as advertised and lets you cast a spell as a bonus action if you need to do something else with your action. You shouldn’t be using this too much when you have so few sorcery points, but as you gain more sorcery points, this becomes a better and better option.

As an additional note, while you wouldn’t do this until many levels later, Quickened Spell will allow you to use melee cantrips multiple times in a turn which functionally simulates extra attack if you want it (you just won’t be able to use Divine Smite the same turn). Something to keep in mind!

You also get two spells at this level and I like grabbing Absorb Elements and Silvery barbs.

Absorb Elements is going to be better in the later levels, but being able to get resistance to elemental damage can be super impactful against the right enemies.

Conversely, Silvery Barbs is just the best first level spell in the game so I would always recommend taking it. If your table doesn’t allow Silvery Barbs, I would recommend taking something like Detect Magic or Magic Missile instead.


Level 5

Class: 2 Paladin 3 Sorcerer

Class Features: Wild Magic Surge, Tides of Chaos

Spell Change Log: + Suggestion + Web

CLASSSPELL LEVELSPELL NAME
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb

This level brings your Sorcerer subclass, and for this build, we’re going with Wild Magic!

Your first ability is the whole reason you likely chose this class – Wild Magic Surge. Once per turn when you cast a spell, you get to play the magical lottery and see if you get a good effect or not. That said, while the old Wild Magic Surge table was much more split in good, bad, and neutral effects, this one is much more stacked for good abilities.

To put that into numbers, there are 25 total outcomes on the table (some require additional rolls, but 25 potential rolls), 17 of the effects are actively good (with one of these being a 1/8 being bad, but good otherwise which makes it a good roll statistically), 4 Neutral rolls (one of them that could be good, one of them can swing either way, two which don’t really matter much), and 4 Bad (these can be a bit brutal, but none of the effects are fight losing like some of the effects on the old table). That means you have a 68% chance of getting a good effect from this table or an 84% chance of a neutral to good effect. If you’re slinging a lot of spells in a day, you’ll obviously be subject to bad effects often enough, but you’ll mostly be getting great abilities, and even the bad abilities can be mitigated by staying away from your party. So all that being said, this ability went from a purely fun gimmick ability to a deceptively strong ability that makes this subclass much more powerful than many may give it credit for.

The second ability is Tides of Chaos which is also really strong. Getting advantage on any d20 test is super nice, and better yet, you refresh this by casting a spell which then triggers your Wild Magic Surge. Since rolling on the table is great, being able to do it consistently is obviously good on top of Tides of Chaos itself being a good game. To that end, you want to be using this on your attack rolls most of the time to make this even more consistent.

For your spell choices this level, I really like picking up the excellent Suggestion and Web. Both are obscenely strong combat spells, but where Suggestion is better against a single target (or in a fight with fewer, tougher enemies), Web excels when there are a lot of enemies on the battlefield to gum up. That said, they are both awesome pretty much no matter what, so you can’t go wrong having both of them.

As a final note, starting this level your cantrips get an upgrade so the choice between which attack cantrip to use became much harder. While Booming Blade and Green-Flame Blade deal more damage, True Strike is more consistent as you’ll have +3 to hit rather than +2 (and +4 starting next level) making it the winner for most scenarios. Keep all of them in mind, but try to stick to using True Strike.


Level 6-10


Level 6

Class: 2 Paladin 4 Sorcerer

Feat: War Caster (CHA)

Class Features: None

Spell Change Log: + Sorcerous Burst + Misty Step

CLASSSPELL LEVELSPELL NAME
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb

This level brings a feat, and it’s hard to go wrong with War Caster! This build is constantly going to have its hands full so helping alleviate that issue a bit is definitely nice. Furthermore, getting advantage on concentration checks is huge considering you always want to be concentrating on something in a fight!

You also get a cantrip and new spell this level so I like grabbing Sorcerous Burst and Misty Step.

While Sorcerous Burst will technically deal two less damage than Fire Bolt at this level (and one less damage per upgrade), being able to choose the element you’re attacking with will likely start being important once you run into more damage resistances/immunities. If the idea of 1 less average damage haunts you, you can instead just grab Fire Bolt.

For spells, it’s hard to go wrong with the incredible Misty Step. Being able to reposition yourself out of danger for just a bonus action is extremely powerful, and pretty much any spellcaster who can afford to take this, should.


Level 7

Class: 2 Paladin 5 Sorcerer

Class Features: Sorcerous Restoration

Spell Change Log: + Counterspell + Hypnotic Pattern

CLASSSPELL LEVELSPELL NAME
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellHypnotic Pattern

For your class ability, you get what was formerly the level 20 Sorcerer ability – Sorcerous Restoration. Rather than regaining 4 sorcery points per long rest, once per day, you can recover half of your sorcery points instead. While this is obviously a weaker ability, it’s ironically not substantially weaker than the previous ability! Obviously this isn’t going to recover too many right now, but as you climb in levels, this is only going to get better and better.

For your actual spell choices, I like picking up Counterspell and Hypnotic Pattern.

Even though it’s been a little nerfed, Counterspell is still invaluable for every caster to have. To potentially deprive the enemy of their action only at the cost of your reaction is incredibly powerful.

For your second spell, you have to pick up Hypnotic Pattern. While I generally have a slight preference for Fireball, Hypnotic Pattern is likely the better spell and works better in this build as it synergizes extremely well with Hound of Ill-Omen next level. An excellent spell synergizing with an excellent ability is a recipe for success.


Level 8

Class: 2 Paladin 6 Sorcerer

Class Features: Bend Luck

Spell Change Log: + Dispel Magic

CLASSSPELL LEVELSPELL NAME
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern

You get your third subclass feature with Bend Luck! For a sorcery point and your reaction, you can impose a minor advantage or penalty to someone else’s roll. Compared to Tides of Chaos, this is nice that you get to see the number of the roll first before deciding, but the amount added (or subtracted) is so low that it’s not going to be used often. That said, even if you can’t use it often, being able to change the potential outcome of a roll is very powerful.

For spells, I really like picking up Dispel Magic. You won’t always be able to Counterspell a scary magical effect, so having both is a really good way to cover your bases.


Level 9

Class: 2 Paladin 7 Sorcerer

Class Features: None

Spell Change Log: + Polymorph

CLASSSPELL LEVELSPELL NAME
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellPolymorph

This level brings fourth level spells!

For your spell choice, you absolutely have to take Polymorph the second you are allowed to. Polymorph is simply one of the best spells in the game, and it’s particularly good at getting yourself or allies back into a fight when you/they are low on health, spell slots, or other relevant resources. Going from near dead into a Giant Ape or Tyrannosaurus Rex is quite nice!


Level 10

Class: 2 Paladin 8 Sorcerer

Feat: Charisma to 20

Class Features: None

Spell Change Log: + Dimension Door

CLASSSPELL LEVELSPELL NAME
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph

You get a feat and another spell this level!

For your feat, I would just go to 20 Charisma. Having the best possible spells is too good to pass up!

For your spell, I like picking up Dimension Door! Dimension Door is one of the best teleporation spells in the game as you can get pretty far without even seeing your destination, something generally reserved for higher level spells. Since you can also take someone with you, this is excellent for infiltrations, escapes, or repositioning on a big battlefield with a friend.


Level 11-15


Level 11

Class: 2 Paladin 9 Sorcerer

Class Features: None

Spell Change Log: + Synaptic Static + Wall of Stone

CLASSSPELL LEVELSPELL NAME
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone

You finally get fifth level spells and you’re picking up the best two for this build with Synaptic Static and Wall of Stone.

Synaptic Static is an interesting blast spell that debuffs attack rolls and ability checks for 1 minute if the enemy fails (and since it’s an Intelligence saving throw, they probably will) making this a solid damage and CC option.

Since you can’t pick up Wall of Force, Wall of Stone is the next best thing. It’s actually possible to get through, but it will at least eat up a few actions from the enemies to do so which is more than enough.


Level 12

Class: 2 Paladin 10 Sorcerer

Class Features: Metamagic (Empowered Spell)

Spell Change Log: + Blade Ward + Hold Monster

CLASSSPELL LEVELSPELL NAME
SorcererCantripBlade Ward
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellHold Monster
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone

Level 10 brings a lot with a new Metamagic Feature, cantrip, and new spell.

For your Metamagic Feature, I like Empowered Spell for this build as rolling poorly with your Divine Smite sucks and this helps prevent that!

For your final cantrip, I like picking up Blade Ward as this does grant you a bit of functional AC on the front lines which can be invaluable in the right scenarios.

For your spell, I like picking up Hold Monster. While this is a risky spell, if you’re able to paralyze the enemy, you get auto crits which can lead up to a million damage when Smites are added on.


Level 13

Class: 2 Paladin 11 Sorcerer

Class Features: None

Spell Change Log: + Mass Suggestion

CLASSSPELL LEVELSPELL NAME
SorcererCantripBlade Ward
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellHold Monster
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone
Sorcerer6th Level SpellMass Suggestion

You get access to sixth level spells and this is an easy choice as the only sixth level spell I’m very interested in is Mass Suggestion. Suggestion is incredible, and being able to possibly do that to TWELVE targets is extremely powerful.


Level 14

Class: 2 Paladin 12 Sorcerer

Feat: Constitution to 18

Spell Change Log: None

CLASSSPELL LEVELSPELL NAME
SorcererCantripBlade Ward
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellHold Monster
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone
Sorcerer6th Level SpellMass Suggestion

You’re now at the point where you aren’t getting a new spell every level, and this spell list is very well rounded so no changes needed at this point.

For your feat, I like buffing your Constitution to 18 for better health and saving throws. A bit boring, but if it’s good, it’s good.


Level 15

Class: 2 Paladin 13 Sorcerer

Class Features: None

Spell Change Log: + Teleport

CLASSSPELL LEVELSPELL NAME
SorcererCantripBlade Ward
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellHold Monster
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone
Sorcerer6th Level SpellMass Suggestion
Sorcerer7th Level SpellTeleport

Seventh level spell time and I like grabbing Teleport!

Teleport shores up so many issues, especially with travekl, that it’s invaluable to have on the team. Even if you already have someone else with it, you want as many people who can use this as possible.


Level 16-20


Level 16

Class: 2 Paladin 14 Sorcerer

Class Features: Controlled Chaos

Spell Change Log: None

CLASSSPELL LEVELSPELL NAME
SorcererCantripBlade Ward
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellHold Monster
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone
Sorcerer6th Level SpellMass Suggestion
Sorcerer7th Level SpellTeleport

You penultimate subclass feature is Controlled Chaos! While you picked this class for pure RNG, this lets you make 2 rolls on the table instead and pick which one you want which heavily increases the odds of a favorable outcome, or at least mitigates risk of a disastrous one. While this is technically a good feature, it is against the spirit of the subclass so I’m torn on how much I like it.


Level 17

Class: 2 Paladin 15 Sorcerer

Class Features: None

Spell Change Log: + Dominate Monster

CLASSSPELL LEVELSPELL NAME
SorcererCantripBlade Ward
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellHold Monster
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone
Sorcerer6th Level SpellMass Suggestion
Sorcerer7th Level SpellTeleport
Sorcerer8th Level SpellDominate Monster

You now have access to eighth level spells, and the clear winner for all your Heightened spell needs is Dominate Monster. While this is an inherently risky spell to cast, getting two attempts at this one way or another (giving the target disadvantage on the saving throw) is really powerful. You do have to be careful about Legendary Resistances at this point, but if you don’t believe the monster you’re dealing with has them, this can instantly end an encounter and give you a new buddy for an hour!


Level 18

Class: 2 Paladin 16 Sorcerer

Feat: Constitution to 20

Class Features: None

Spell Change Log: None

CLASSSPELL LEVELSPELL NAME
SorcererCantripBlade Ward
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellHold Monster
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone
Sorcerer6th Level SpellMass Suggestion
Sorcerer7th Level SpellTeleport
Sorcerer8th Level SpellDominate Monster

No spell changes and simply pumping Constitution to 20 for more health and better Concentration checks. A little boring, but hard to go wrong here.


Level 19

Class: 2 Paladin 17 Sorcerer

Class Features: Metamagic (Subtle Spell)

Spell Change Log: + Wish

CLASSSPELL LEVELSPELL NAME
SorcererCantripBlade Ward
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellHold Monster
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone
Sorcerer6th Level SpellMass Suggestion
Sorcerer7th Level SpellTeleport
Sorcerer8th Level SpellDominate Monster
Sorcerer9th Level SpellWish

This level brings ninth level spells and your final Metamagic Feature!

For your final Metamagic feature, I personally like Subtle Spell. Being able to spellcast without giving away that it’s you casting the spell can be really powerful in situations where you need to be covert (not that it will happen too often). Furthermore, many anti-magic measures like Silence or Counterspell don’t work against Subtle Spell giving additional utility there.

For your spell choice this level, it’s impossible to go wrong with Wish. Wish is just the best spell in the game. While it does come with inherent risk, such as not being able to cast it again, the things it can allow you to do are literally unparalleled. That said, I would use it only in case of emergencies unless you’re just replicating a “weaker” spell (anything 8th level or below) which comes at no penalty.


Level 20

Class: 2 Paladin 18 Sorcerer

Class Features: Tamed Surge

Spell Change Log: + Meteor Swarm

CLASSSPELL LEVELSPELL NAME
SorcererCantripBlade Ward
SorcererCantripBooming Blade
SorcererCantripGreen-Flame Blade
SorcererCantripMind Silver
SorcererCantripSorcerous Burst
SorcererCantripTrue Strike
Paladin1st Level SpellBless
Paladin1st Level SpellDivine Smite
Paladin1st Level SpellThunderous Smite
Paladin1st Level SpellWrathful Smite
Sorcerer1st Level SpellAbsorb Elements
Sorcerer1st Level SpellFeather Fall
Sorcerer1st Level SpellShield
Sorcerer1st Level SpellSilvery Barbs
Sorcerer2nd Level SpellMisty Step
Sorcerer2nd Level SpellSuggestion
Sorcerer2nd Level SpellWeb
Sorcerer3rd Level SpellCounterspell
Sorcerer3rd Level SpellDispel Magic
Sorcerer3rd Level SpellHypnotic Pattern
Sorcerer4th Level SpellDimension Door
Sorcerer4th Level SpellPolymorph
Sorcerer5th Level SpellHold Monster
Sorcerer5th Level SpellSynaptic Static
Sorcerer5th Level Spell Wall of Stone
Sorcerer6th Level SpellMass Suggestion
Sorcerer7th Level SpellTeleport
Sorcerer8th Level SpellDominate Monster
Sorcerer9th Level SpellMeteor Swarm
Sorcerer9th Level SpellWish

This level brings your subclass capstone ability with Tamed Surge! Once per day after casting a spell, you can just choose what Wild Magic Surge effect you want (except for the last one). Being able to get a free rider to your spell, even once per day, is obviously really strong. Sweet ability, even if it feels a little counterintuitive to the chaotic nature of the subclass.

For your spell choice this level, you should pick up Meteor Swarm. This is a fantastic damage option and can help win you fights that would be tough otherwise by covering the battlefield in damage.

DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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