Aberrant Mind Sorcerer Build Guide – Psychic Meets Magic – 2024 Update

Learn the best build for the Aberrant Mind Sorcerer with full leveling guides, full spell lists, and easy to navigate sections to only read what you need!

Join the discussion on Discord!

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 the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.

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



Why Aberrant Mind Sorcerer?

Do you like your sorcery with a horror twist? Aberrant Mind Sorcerer is all about having an encounter with an extraterrestial being that gives you not just normal magic, but psychic powers to boot! With a slew of great spell options and solid class features, this is a great subclass that has the rare feature of being strong while not pigeonholing you into a particular build!


Aberrant Sorcerer Abilities Ranked

Telepathic Speech (Level 3)D Tier – Not terrible, but in what situation is a telepathic communication that: only works between two people, you need to share a language, and it only lasts minutes when you can be miles from each other AFTER they were within 30 feet of you? I’m not saying this will never come up, but this is pretty specific.

Cantrips and 1st Level Spells (Level 3)D Tier – Pretty bad options here unfortunately as I’m not excited about any of these? Will you ever use them? There’s a chance, but I wouldn’t count on it.

2nd Level Spells (Level 3) D Tier – Two very niche options that I wouldn’t be excited to cast even when the situation called for it.

3rd Level Spells (Level 5)C Tier – Finally you at least get some alright options. These aren’t better than your naturally prepared spells, but you will probably use them at some point.

Psionic Sorcery (Level 6)B+ Tier – The ability to do a 1 to 1 sorcery point to spell slot trade is pretty nice, and to be able to spellcast without any components is really sneaky and can be good for both in and out of combat situations.

Psionic Defenses (Level 6)C- Tier – Not a bad ability, but pretty niche as only so many enemies use charm or frighten effects against you.

4th Level Spells (Level 7)C+ Tier Black Tentacles is quite solid and I could see casting it over some of your 4th level options. Summon Aberration can be alright, but not exciting.

5th Level Spells (Level 9)C TierTelepathic Bond is a nice pick up, but Telekinesis was already a Sorcerer option and not really better than the alternatives.

Revelation in Flesh (Level 14)A- Tier – This ability is pretty cheap to activate and has a lot of nice potential features, so I’m a fan. If nothing else, spending a Bonus Action and Sorcery Point for Flying every fight would already make this ability quite good.

Warping Implosion (Level 18)D+ Tier – This ability isn’t bad, but in most scenarios, I would rather just Misty Step. The damage is too low to justify using a full action or reusing this ability for 5 sorcery points. You get a free cast a day which you can use, but again, I’d almost always rather Misty Step.


Quick Level Up Guide

LevelClass Features/FeatNotes
1Innate Sorcery
Spellcasting
+ Fire Bolt
+ Light (Aasimar)
+ Mage Hand
+ Minor Illusion
+ Prestidigitation
+ Magic Missile
+ Shield
2Font of Magic
Metamagic (Heightened Spell, Quickened Spell)
+ Feather Fall + Silvery Barbs
3Psionic Spells, Telepathic Speech+ Mind Sliver (Aberrant)
+ Arms of Hadar (Aberrant)
+ Dissonant Whispers (Aberrant)
+ Calm Emotions (Aberrant)
+ Detect Thoughts (Aberrant)
+ Suggestion
+ Web
4Feat: Inspiring Leader (CHA)+ Shape Water + Misty Step
5Sorcerous Restoration + Counterspell
+ Fireball
+ Hunger of Hadar (Aberrant)
+ Sending (Aberrant)
6Psionic Sorcery, Psionic Defenses+ Dispel Magic
7Fire Bolt
+ Sorcerous Burst
+ Black Tentacles (Aberrant)
+ Polymorph
+ Summon Aberration (Aberrant)
8Feat: Speedy (CON)+ Wall of Fire
9+ Dimension Door
+ Telekinesis (Aberrant)
+ Telepathic Bond (Aberrant)
+ Wall of Stone
10Metamagic (Subtle Spell)+ Elementalism
+ Absorb Elements
11+ Mass Suggestion
12Feat: Charisma to 20None
13Magic Missile
+ Crown of Stars
+ Teleport
14Revelation in FleshNone
15+ Dominate Monster
16Feat: Constitution to 18None
17Metamagic (Careful Spell)+ Wish
18Warping Implosion+ Meteor Swarm
19Epic Boon: Boon of Fate+ Gate
20Arcane Apotheosis+ Time Stop

Level One Build


Species: Aasimar

Attributes:

POINT BUY
STRENGTH8
DEXTERITY15 (+1 background) = 16
CONSTITUTION15
INTELLIGENCE8
WISDOM8
CHARISMA15 (+2 background) = 17

Class: Sorcerer

Class Features: Innate Sorcery, Spellcasting

Skill Proficiencies: Insight and Persuasion

Background: Entertainer (Musician)

Starting Equipment: Spear, 2 Daggers, Arcane Focus, Dungeoneer’s Pack, and 28 gp + 50 gp from background

Starting Spells:

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellChromatic Orb
1st Level SpellShield

Species: Aasimar

The best species for your average build. Human is a consideration as well to grab Alert on top of Musician, but Aasimar just give a lot of value, and since you have a background you’re happy with, Aasimar is the next best choice.


Attributes

POINT BUY
STRENGTH8
DEXTERITY15 (+1 background) = 16
CONSTITUTION15
INTELLIGENCE8
WISDOM8
CHARISMA15 (+2 background) = 17

A Sorcerer’s main stat is Charisma so that has to be buffed. Beyond that, Dexterity and Constitution are most important to not get constantly downed, so pumping those up is also a great idea. Having a negative Wisdom modifier isn’t ideal so you can eat into your Dexterity and go down to a +2 modifier if you want the 0 on Wisdom, but that’s also personal preference.


Proficiencies: Insight and Persuasion

Per most Charisma casters, you’re likely going to be the “face” (the person who talks the most) of the party so being really good at that is generally a good thing.


Background: Entertainer

You need a background that gives you a bonus to Charisma at a minimum, but if you can get the best Origin feat to boot? This is an easy choice for Warlocks.


Starting Equipment – Spear, 2 Daggers, Arcane Focus, Dungeoneer’s Pack, and 28 gp + 50 gp from background

Standard Sorcerer fare, nothing novel.


Class – Sorcerer

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.


Starting Spells

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellMagic Missile
1st Level SpellShield

This is a pretty standard spell list of a lot of utility cantrips, a solid attack cantrip, Magic Missile for more offense and Shield for defense. Very standard stuff.

A consideration some players who want maximum damage may want to make is whether you want to pick up True Strike rather than Fire Bolt right now. Technically speaking, True Strike is better than Fire Bolt if you’re using a Light Crossbow, but personally, I find having to track bolts be more annoying, even if it is a little bit better until level 5, so I personally like sticking with Fire Bolt.



The Build Level 2 Onward


Level 2-5


Level 2

Class Features: Font of Magic, Metamagic

Spell Change Log: + Feather Fall + Silvery Barbs

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs

Your first class feature is Font of Magic which introduces Sorcery Points into the mix. Until next level, Sorcery Points can only be converted into spell slots (and vice versa), so it’s just an additional first level slot right now.

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.

For your spells, you can pick up Feather Fall and Silvery Barbs.

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

Silvery Barbs, on the other hand, 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 Absorb Elements or Detect Magic instead.


Level 3

Subclass: Aberrant Mind

Class Features: Psionic Spells, Telepathic Speech

Spell Change Log: + Mind Sliver (Aberrant) + Arms of Hadar (Aberrant) + Dissonant Whispers (Aberrant) + Calm Emotions (Aberrant) + Detect Thoughts (Aberrant) + Suggestion + Web

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellSuggestion
2nd Level SpellWeb

The Aberrant Mind is a Sorcerer origin focused on psionic powers rather than the standard innate spellcasting most Sorcerers are known for. With that, you get two subclass abilities off the jump – Psionic Spells and Telepathic Communication.

Psionic Spells are spells you inherently get and know when you reach certain levels, which is always welcome for spellcasters. To that end, you get to pick up five spells automatically with Mind Silver, Arms of Hadar, Dissonant Whispers, Calm Emotions, and Detect Thoughts.

Mind Silver is a solid cantrip if you’re trying to aid an ally in forcing through a CC spell on a particular target, but the damage is obviously pretty low.

Arms of Hadar is a weird damage spell that has a small AOE stemming from you which is far from ideal as you have to be close, but can deprive enemies of reactions which is helpful to avoid opportunity attacks, or in higher levels, to potentially rid spellcasters of their reaction spells for the round.

Dissonant Whispers is an interesting CC spell that deals a bit of damage, but is ultimately used to move the enemy away from you in combat. If someone is getting too close for your comfort, this could be a nice way to get them off your or your allies back.

Calm Emotions can be useful if you have agitated a group of people you should not have agitated to get them to calm down or you can use this on allies to relieve them of the charmed or frightened conditions.

Detect Thoughts does as advertised which can be helpful in the right scenario, I just don’t anticipate that scenario coming up particularly often.

The second feature, Telepathic Communication, does exactly as advertised and nullifies the need for the Message cantrip. This ability is generally more flavor than anything, but it can be helpful in more covert situations.

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.


Level 4

Feat: Inspiring Leader (CHA)

Spell Change Log: + Shape Water + Misty Step

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb

Since you want to get that coveted 18 Charisma, you should take the excellent half feat – Inspiring Leader. Inspiring Leader gives you and your team a good amount of temporary health at the end of every short or long rest which is really powerful. If you already have an ally with this feat, you can opt for War Caster instead as the temporary health won’t stack. If you do keep this feat, don’t forget about using Musician as well!

You get an additional cantrip at this point, and I would stick with more utility ones so Shape Water works well.

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 5

Class Feature: Sorcerous Restoration

Spell Change Log: + Counterspell + Fireball + Hunger of Hadar (Aberrant) + Sending (Aberrant)

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)

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 Aberrant spells, you get two solid options with Hunger of Hadar and Sending. Hunger of Hadar is a very solid AOE spell that you’ll likely be using pretty often while Sending is an irreplaceable utility spell that’s really good at sending messages. Both pick ups I’m more than happy to have.

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

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 choice I think it’s less clear cut between Fireball and Hypnotic Pattern. I acknowledge that Hypnotic Pattern is likely stronger than Fireball, but when I think spellcasters, I think Fireball. If you want Hypnotic Pattern instead, you are more disciplined than me, but I can’t help just absolutely blasting away once I hit level 5.


Level 6-10


Level 6

Class Features: Psionic Sorcery, Psychic Defenses

Spell Change Log: + Dispel Magic

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellChromatic Orb
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)

You get your next subclass features at level 6 with Psionic Sorcery and Psychic Defenses!

Psionic Sorcery gives you a new way to cast your Aberrant Sorceries where instead of using spell slots, you can use sorcery points which is a pretty good tradeoff. To further sweeten the deal, these spells are cast needing no components (barring they aren’t used up or costly) which makes them impossible to Counterspell and arguably impossible to detect who even cast them!

Psychic Defenses is a much simpler feature that gives you protections from psychic damage (although it’s extremely rare), charm effects, and fear effects. Nice!

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 7

Spell Change Log: Fire Bolt / + Sorcerous Burst + Black Tentacles (Aberrant) + Polymorph + Summon Aberration (Aberrant)

SPELL LEVELSPELL NAME
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellPolymorph
4th Level SpellSummon Aberration

Fourth level spells and you get a lot of great spells added to the list. For Aberrant spells, getting Black Tentacles and Summon Aberration is quite solid. Black Tentacles is definitely the better of the two and one you’re pretty interested in casting often, while Summon Aberration is not the best, but not terrible.

For your first (and only) cantrip swap, I like moving off of Fire Bolt to grab Sorcerous Burst. While Sorcerous Burst will technically deal two less damage than Fire Bolt at this level, 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 swap out a utility cantrip you don’t find yourself using.

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 8

Feat: Speedy (CON)

Spell Change Log: + Wall of Fire

SPELL LEVELSPELL NAME
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire

You get your next feat for level 8, and while you could push your Charisma to 20, I like taking Speedy to increase your Constitution! Having extra speed and enemies having disadvantage on hitting you with opportunity attacks can be life saving in tough encounters.

For your spell choice, I really like picking up the excellent Wall of Fire! Good range, amazing AOE coverage, and solid damage make this a really potent spell for any encounter.


Level 9

Spell Change Log: + Dimension Door + Telekinesis (Aberrant) + Telepathic Bond (Aberrant) + Wall of Stone

SPELL LEVELSPELL NAME
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone

Fifth level spell time and the best Aberrant spells of the bunch with Telekinesis and Telepathic Bond.

Telekinesis is arguably one of the strongest fifth level options a Sorcerer has with a lot of in and out of combat versatility like moving objects or moving enemies!

While Telepathic Bond was generally not a good spell for Sorcerers, now that you can ritual cast, it’s awesome! Free telepathic communication between friends is really nice, and better yet, Sorcerers don’t usually get the pleasure of learning high level ritual spells, so this is a really nice pick up.

For your spell choices, you get to pick up Dimension Door and Wall of Stone.

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.

Wall of Stone is definitely a bit at odds with Wall of Fire, but I like having both options. Where Wall of Fire is better at incinerating goons while you deal with one big boss, Wall of Stone is better at separating stronger enemies from one another to give you more time to work on one. As the slabs from Wall of Stone are pretty hearty, it should take most enemies at least an action or two to break through.


Level 10

Class Features: Metamagic (Subtle Spell)

Spell Change Log: + Elementalism + Absorb Elements

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone

Level 10 brings your your third Metamagic feature, final cantrip choice, and another spell!

For your third 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. Furthermore, many anti-magic measures like Silence or Counterspell don’t work against Subtle Spell giving additional utility there.

For your final cantrip, as you already have all the ones you’re realistically interested in, I like picking up Elementalism. It is a worse Prestidigitation, but it has enough differences to make this a solid option.

For your spell choice, I like picking up a first level spell, Absorb Elements! Large chunks of elemental damage is going to become more common as you enter the later levels, so having some means to defend against it is extremely welcome.


Level 11-15


Level 11

Spell Change Log: + Mass Suggestion

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th Level SpellMass Suggestion

Level 11 is yet another easy level up 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 12

Feat: Charisma to 20

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th 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 ASI, it’s time to max out your Charisma for the strongest possible spells, plain and simple.


Level 13

Spell Change Log: Magic Missile / + Crown of Stars + Teleport

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th Level SpellMass Suggestion
7th Level SpellCrown of Stars
7th Level SpellTeleport

Level 13 means seventh level spells!

While it’s a shame to part with old reliable, I believe it’s time to swap out Magic Missile to get two seventh level spells immediately – Crown of Stars and Teleport.

I like getting both of these spells immediately as they have wildly different use cases. Crown of Stars is a damage spell that can be set up ahead of time, requires no concentration, and deals pretty solid damage making it an awesome option for a tougher encounter. Teleport, on the other hand, is going to be used mostly for long distance travel, but also as an escape option some amount of the time. Having both means your seventh level slot wouldn’t be languishing waiting for the opportunity to Teleport as you’d pick that over Crown of Stars if you didn’t swap anything out.


Level 14

Class Features: Revelation in Flesh

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th Level SpellMass Suggestion
7th Level SpellCrown of Stars
7th Level SpellTeleport

While no spell changes are happening at this level, you do get a subclass feature with Revelation in Flesh.

This ability has a lot of text, but it ends up with you being able to trade Sorcery points for a weaker See Invisibility, Water Breathing for way less time but a better swim speed, a slower Fly that doesn’t require Concentration, or you can turn goopy. None of these are particularly powerful, especially for the level, but they are all abilities you didn’t have access to before so it’s definitely nice to have.


Level 15

Spell Change Log: + Dominate Monster

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th Level SpellMass Suggestion
7th Level SpellCrown of Stars
7th Level SpellTeleport
8th 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 16-20


Level 16

Feat: Constitution to 18

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th Level SpellMass Suggestion
7th Level SpellCrown of Stars
7th Level SpellTeleport
8th Level SpellDominate Monster

No spell changes and simply pumping Constitution to 18 for more health and better Concentration checks. A little boring, but hard to go wrong here.


Level 17

Class Feature: Metamagic (Careful Spell)

Spell Change Log: + Wish

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th Level SpellMass Suggestion
7th Level SpellCrown of Stars
7th Level SpellTeleport
8th Level SpellDominate Monster
9th Level SpellWish

You get your final Metamagic feature here, and I think Careful Spell is likely the best of the bunch. Being able to use a spell without worrying if your allies in the way is very nice, especially when using some of your real heavy hitters.

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 which comes at no penalty.


Level 18

Class Features: Warping Implosion

Spell Change Log: + Meteor Swarm

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th Level SpellMass Suggestion
7th Level SpellCrown of Stars
7th Level SpellTeleport
8th Level SpellDominate Monster
9th Level SpellMeteor Swarm
9th Level SpellWish

You get your final subclass feature with Warping Implosion! Simply, this is a teleport that can force all creatures close enough to you to potentially get sucked into the space you just left. This is a fine feature inherently, but really shines when you combine it with a Quickened AOE spell. Pull people in, hit them with a big blast!

For your spell choice this level, you should pick up Meteor Swarm. This is fantastic with Careful spell to not hurt your allies and is the highest damage spell in the game. What’s not to like?


Level 19

Epic Boon: Boon of Fate

Spell Change Log: + Gate

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th Level SpellMass Suggestion
7th Level SpellCrown of Stars
7th Level SpellTeleport
8th Level SpellDominate Monster
9th Level SpellGate
9th Level SpellMeteor Swarm
9th Level SpellWish

Level 19 always means an Epic Boon, and I like the universally good Boon of Fate. Being able to potentially turn a failure into a success and vice versa, even if it’s once per short or long rest, can be the difference between surviving an encounter and not.

For your spell choice, I’m going with Gate. This spell is super weird and you’ll only want it for niche scenarios, but being able to use it for extraplanar transport or to forcibly bring an extraplanar entity to you is really nice. Not many use cases, but really helpful when you need it.


Level 20

Class Feature: Arcane Apotheosis

Spell Change Log: + Scatter

SPELL LEVELSPELL NAME
CantripElementalism
CantripLight (Aasimar)
CantripMage Hand
CantripMind Silver
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellArms of Hadar (Aberrant)
1st Level SpellDissonant Whispers (Aberrant)
1st Level SpellFeather Fall
1st Level SpellShield
1st Level SpellSilvery Barbs
2nd Level SpellCalm Emotions (Aberrant)
2nd Level SpellDetect Thoughts (Aberrant)
2nd Level SpellMisty Step
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level Spell Dispel Magic
3rd Level SpellFireball
3rd Level SpellHunger of Hadar (Aberrant)
3rd Level SpellSending (Aberrant)
4th Level SpellBlack Tentacles (Aberrant)
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellSummon Aberration
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Aberrant)
5th Level SpellTelepathic Bond (Aberrant)
5th Level SpellWall of Stone
6th Level SpellMass Suggestion
6th Level SpellScatter
7th Level SpellCrown of Stars
7th Level SpellTeleport
8th Level SpellDominate Monster
9th Level SpellGate
9th Level SpellMeteor Swarm
9th Level SpellWish

Level 20 brings one more spell and your final class ability – Arcane Apotheosis.

With Arcane Apotheosis, while your Innate Sorcery is active, you get one Metamagic ability per turn for free. That is extremely strong and much better than the previous Sorcerous Restoration capstone. This is a really nice change!

The final spell choice is pretty difficult as you functionally have everything you would want at this point, but since you may as well choose, I’m a pretty big fan fo Scatter. This spell is extremely versatile as you can use this to move allies and enemies alike around on the battlefield. Whether you need to make an escape, get allies to safety, or move enemies into hazardous areas, Scatter will get the job done.


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!

Articles: 883