Loader image
Loader image
Back to Top

Blog

Nerdarchy > Dungeons & Dragons  > D&Dize – Dr. Strange Sorcerer Supreme
D&D sorcerer

D&Dize – Dr. Strange Sorcerer Supreme

In defense of Fifth Edition Dungeons & Dragons and its streamlined approach
It’s time for a 5th Edition D&D Unearthed Arcana book

MONK: Way of the Four Elements

I chose monk because of the martial training that he’d need to use to understand how to unlock his chakra’s and the like. Also, some of the abilities that that he has are magic’s that come from within him, hence the use of “ki”. Remember in the Marvel Superheroes RPG where magic was divided into:

  • (P) Personal = magic that is without incantation, somatic, or material components, but taxes that user. Ki works well for this.
  • (U) Universal = Power that comes from using the residual magic’s around the area. They require free use of hands and speech and possibly a component. I like Wizard for this.
  • (D) Dimensional = These abilities require the entreating of a cosmic entity who is “composed” of magic, who can use “all” magic as personal magic because, unlike us, they are inherently composed of magic. Anytime Dr. Strange would call on the Hoary Hosts of Hoggoth or the Flames of the Faltine, or the Crimson Bands of Cyttorak, and so on, these would be Dimensional spells and they take just a little longer to cast but they are tremendously powerful and they require a full incantation AND the use of somatic gesture AND good-standing with the entity being called upon. I like Warlock for this.Dr. Strange Dormammu monk

Level 18 as a monk is insane, I know, especially for a guy who doesn’t often engage in hand-to-hand. I rectified this by making his strength and dex low so that, no matter how much damage he can do with his hands, he has a low chance of hitting. Even if he does hit and do all that damage, fine, it’s magical damage anyway at that level of monk, so it can be passed off as a “contact spell”.

I like 18 for his Monk level because all the benefits that you get from Monk at 18th level, he actually has. In the comics, he battled Mistress Death and is immune to all earthly disease and poisons and he is now extremely long-lived. Just as his mentor, the Ancient One (who lived for 500 years), Strange can be killed, but he will age at a very retarded rate and cannot be affected by aging spells. He can dispel magic’s, magically speak any known language, and the Deflect Missiles ability can be explained by one of his eldritch shields. Lastly, for Monk, is the level 18 ability to attain the astral form without spell components. Yeah, that’s him.

WIZARD: Abjuration

I really like Wizard for his Universal spells because they fit perfectly. It’s based on his intelligence and if it’s a high or low magical realm then his spells will be affected accordingly. More than this, Dr. Strange is quite powerful, but whether he outclasses his opponent or is outclassed, like his earlier battles with Baron Mordo or with entities like Dormammu, he usually wins by out-thinking his opponent. He is always able to give himself the time to defeat an opponent by holding them of with his defensive spells until he finds the perfect spell to take out his opponent non-lethally. This is why I chose Abjuration for his specialty.Dr. Strange Dormammu monk

WARLOCK: The Archfey

This was the most fun to imagine. Dimensional spells require the entreatment of otherworldly beings of a highly magical nature who grant spells to the user. There was once a time, in the comics, where ALL of the entities of magic were at war and each one came to Doctor Strange and demanded that he join their side of the battle and they all had claim because he called upon them all. Knowing he’d just piss them all off by choosing sides anyway, and possibly make enemies of “gods”, he refused to assist any of them and they all rescinded their future aid to him for a very long time (couldn’t cast Dimensional spells any longer).

Archfey = As I mentioned in Wizard, Strange is mostly a defensive guy, choosing to “do no harm”, and he always holds back against lesser mages, looking for a way to disarm or deescalate. Archfey made the most sense.

Pact of the Tome = Here, Strange uses the Book of the Vishanti as his major “go to” for his spells. It would make sense that this would be his boon and his spell book.

Mystic Arcanum = I see the Eye of Agamotto as being more of a spell focus for his Wizard and Warlock spells than anything else. Thus, true-seeing is perfect for his Mystic Arcanum. “The Eye of Agamotto reveals all”. The Archfey Expanded Spells have several abilities that the “Eye of Agamotto” would replicate.

Eldritch Blast = While he would use his Wizard knowledge for his defensive spells, I feel that the majority of his attacks would be derived from his Warlock spells, especially his “Bolts of Bedevilment”, as he calls them, which would be the cantrip “eldritch blast” with the invocations “Agonizing Blast”, “Eldritch Spear”, and “Repelling Blast”.

Dark Delirium = This ability is straight out of the movie as Dr. Strange can send everyone around Dr. Strange Dormammu monkhim into the mirror-verse.

MAGICAL ITEMS

Cloak of Levitation = a cloak with several charges of the “Fly” spell. This is only for the comics as, in the movie, it would be considered an intelligent magical item as it was able to attack and act on its own and would disagree with decisions its wearer would make (“it’s a fickle thing” – the Ancient One).

Eye of Agamotto = See Mystic Arcanum in Warlock. This is only for the comics. In the movie it would be considered an artifact of godly proportions.

Book of the Vishanti = See Pact of the Tome in Warlock.

Orb of Agamotto = A standard Crystal Ball with detection spells like Clairvoyance and the like. May even have a Glyph attached once per day.

Wand of Watoomb = Magic Wand with:

  • Gust of Wind charges
  • Control Weather once per day
  • Fly 3 times per day.

The “Sling Ring” from the movie is non-existent in the comics, however, that could be a simple foci.

FEATS

Honestly, whatever advances his spells, like:

  • War Caster
  • Spell Sniper
  • Magic Initiate as many times as necessary to be able to “dabble” in all the other forms of magic.Dr. Strange Dormammu monk
  • Elemental Adept = part of his ability to figure a weakness in an opponent so he can bypass resistances and/ or increase damage of various schools.
  • Grappler = in an earlier battle with Dormammu, Doctor Strange beat the entity in a non-magical contest. Both Dr. Strange and Dormammu were using the “Pincers of Power”, which were magical devices to grapple the opponent, and Strange, against all odds, beat the much stronger Dormammu.
  • Healer = Because he got the title “doctor” for a good reason.
  • Lucky = Have you seen some of the opponents in his rogues gallery? The Joker and Two-Face have nothing of Sise-Neg and Shuma-Gorath.
  • Keen Mind = He said he has a photographic memory in the movie. While this is not true in the comics, it still fits.
  • Alert = Dr. Strange is magically alert to dangers both magical and mundane.

Check out his character sheet here.

Share
Professor Bill

Bill, Comic Book University on YouTube Da Bill (on Facebook)

1 Comment

Leave a Reply