Divine Soul Sorcerer Build Guide – Holy Magic – 2024 Update

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

Join the discussion on Reddit!

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.

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 Divine Soul Sorcerer?

Simply, you get two classes in one with Divine Soul Sorcerer! Being able to get the offensive firepower of the Sorcerer with the excellent support spells of the Cleric means you’ll be extremely versatile as a high-impact support or a main damage dealer with healing options. Either way, you will be an incredible asset to the team if you pick this class.


Divine Soul Sorcerer Abilities Ranked

Divine Magic (Level 3)S Tier – Working off of two spell lists is really incredible, just ask the Bard.

Favored by the Gods (Level 3)B+ Tier – You don’t get this often, but this is a really nice feature to avoid some real nastiness.

Empowered Healing (Level 6)C- Tier – Super niche, but can be nice if you or an ally really low roll a healing spell.

Angelic Form (Level 14)A+ Tier – You can just fly now, that is extremely good.

Unearthly Recovery (Level 18)A- Tier – This is like a super charged short rest and only takes your bonus action to activate!


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/Quickened)
+ Absorb Elements + Feather Fall
3Divine Magic, Favored by the Gods+ Bless (Law)
+ Healing Word
+ Web
4Feat: Fey-Touched (CHA)+ Guidance
+ Silvery Barbs (Fey-Touched)
+ Misty Step (Fey-Touched)
+ Suggestion
5Magical Guidance+ Fireball
+ Revivify
6Empowered Healing+ Counterspell
7Fire Bolt
+ Sorcerous Burst
+ Polymorph
8Feat: Speedy (CON)+ Wall of Fire
9+ Arcane Hand
+ Commune
10Metamagic (Subtle)+ Shape Water + Dimension Door
11Magic Missile
+ Heal + Mass Suggestion
12Feat: Charisma to 20None
13+ Teleport
14Angelic FormNone
15+ Holy Aura
16Feat: Constitution to 18None
17Metamagic (Careful)+ Wish
18Unearthly Recovery+ Mass Heal
19Epic Boon: Boon of Fate+ Power Word Fortify
20Arcane Apotheosis+ Meteor Swarm

The Ultimate One D&D Sorcerer Guide

Not finding the build you want in this article? Check out this article instead!


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 SpellMagic Missile
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 (Heightened/Quickened)

Spell Change Log: + Absorb Elements + Feather Fall

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

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.

For your spells, you can pick up Absorb Elements and Feather Fall.

While it’s not particularly helpful right now, Absorb Elements gets better and better the higher you climb in levels as higher level enemies more commonly deal large chunks of elemental damage. If your campaign isn’t going to hit even level 10, I would probably not take this and instead take a utility spell, but otherwise, I like this choice now as you won’t have time to later.

For your second spell choice, I always like picking up Feather Fall as you’ll never know when you might be plummeting to your doom.


Level 3

Subclass: Divine Soul

Class Features: Divine Magic, Favored by the Gods

Spell Change Log: + Bless (Law) + Healing Word + Web

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellMagic Missile
1st Level SpellShield
2nd Level SpellWeb

Level 3 brings your subclass, subclass abilities, and second level spells!

Divine Soul brings Divine Magic and Favored by the Gods to the table.

Divine Magic mostly means that you get to take spells off the Cleric spell list as well which is absolutely incredible, but you also have to pick a domain right now to determine what spell you start out with. Realistically, the domain you pick doesn’t matter as none of these spells are particularly exciting, but if you want the best one, pick Law domain for Bless.

Your second feature is yet another powerful one with Favored by the Gods. Every short or long rest, you can add 2d4 to a failed saving throw or missed attack roll. Knowing the outcome of your roll ahead of time makes this ability is extremely good, even if you don’t get it often.

For your spell choices, I really like Healing Word and Web.

Healing Word is a staple for every party and you want as many in your party as you can get. Bringing downed allies back is mandatory for fights.

For your second spell choice, you really have the decision between 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, and since you’re picking one this level and the other the next level, it doesn’t really matter which one you want first.


Level 4

ASI: Fey-Touched (Charisma)

Spell Change Log: + Guidance + Silvery Barbs (Fey-Touched) + Misty Step (Fey-Touched) + Suggestion

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb

You definitely want to increase your Charisma first, so it’s time to take a feat! While I would take War Caster for most Sorcerers, this build benefits much more from taking Fey-Touched. Since you have to take good spells from both the Cleric and Sorcerer lists, you do get a bit limited in how many good options you can take. That said, Fey-Touched helps by giving you access to two more excellent spells in Silvery Barbs and Misty Step making this an excellent choice!

You get an additional cantrip at this point, and you have to take Guidance from the Cleric spell list. Even when nerfed, Guidance is still the best utility cantrip in the game by giving yourself or allies a little help with ability checks.

As mentioned last level, you’re going to pick up Suggestion for all the aforementioned reasons.


Level 5

Class Feature: Sorcerous Restoration

Spell Change Log: + Fireball + Revivify

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellFireball
3rd Level SpellRevivify

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 spell choices, you’re going to pick up Fireball and Revivify.

Fireball is just the blast spell for third level spells. The damage scaling just leaps up from what you’re used to, I absolutely love having this.

For your second spell choice, you definitely want to pick up the excellent Revivify. Sometimes your allies may kick the bucket, and this will bring them back when someone meets their unfortunate demise.


Level 6-10


Level 6

Class Features: Empowered Healing

Spell Change Log: + Counterspell

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify

You get your third subclass ability, Empowered Healing, which unfortunately for this build, will probably never be touched. Healing Word will rarely need to be rerolled and the other healing spells you’ll eventually take don’t require rolls. The only way you would really be using this is if you have another healer in the party as this just specifies that healing magic has to be cast near you, not that you’re the one casting it. Even then, this isn’t a great investment for a sorcery point.

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.


Level 7

Spell Change Log: Fire Bolt / + Sorcerous Burst + Polymorph

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellPolymorph

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
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellPolymorph
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: + Arcane Hand + Commune

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune

You finally get access to fifth level spells, and you get two excellent ones with Arcane Hand and Commune.

Arcane Hand is an extremely powerful and excellent combat spell that can attack, defend, or CC as you need it! While the cast takes up a full action, each subsequent action with Arcane Hand is a bonus action letting you combine using this spell with casting more spells to make the battlefield a nightmare for your enemies.

Commune is a criminally underrated spell as gathering information is extremely powerful – especially when it’s free. Getting three questions with specific answers as a ritual can mean the difference between being prepared or getting surprised by a tough encounter which is the last place any party wants to be.


Level 10

Class Features: Metamagic (Subtle Spell)

Spell Change Log: + Shape Water + Dimension Door

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellMagic Missile
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)

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 cantrip, I like picking up Shape Water as it’s an excellent utility cantrip that you can use really creatively.

For your spell choice, I like grabbing 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

Spell Change Log: Magic Missile / + Heal + Mass Suggestion

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)
6th Level SpellHeal
6th Level SpellMass Suggestion

Level 11 brings sixth level spells, and unfortunately, we need to start cutting spells to make room for the better ones. While it’s likely been a reliable partner for awhile now, Magic Missile gets subbed out for Heal and Mass Suggestion.

Heal does as advertised and does a huge heal! At this point, this will nearly fill an allies health pool while also curing diseases and a few status conditions. You won’t always need this, but it’s excellent when you do.

Mass Suggestion, on the other hand, is just an incredible combat spell. Suggestion is already an excellent spell, and scaling it up to 12 targets is quite unbelievable. Even nabbing just a few of the many targets can easily shift a fight into your team’s favor.


Level 12

Feat: Charisma to 20

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)
6th Level SpellHeal
6th Level SpellMass Suggestion

Level 12 is the first level where you don’t get a new spell known with your level up, and unless you have a compelling reason to switch out a spell, there’s no need to.

For your feat, it’s not exciting, but buffing Charisma for the best possible spells is the move.


Level 13

Spell Change Log: + Teleport

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)
6th Level SpellHeal
6th Level SpellMass Suggestion
7th Level SpellTeleport

You get a new spell known and access to seventh level spells, so I recommend taking the best one in Teleport. An excellent transportation tool and sometimes even an escape spell, Teleport massively cuts down on travel time and unfortunate encounters.


Level 14

Class Features: Angelic Form

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune
6th Level SpellHeal
6th Level SpellMass Suggestion
7th Level SpellTeleport

Your penultimate subclass feature gives you wings. That’s it and it’s great! Flying is extremely good and the fact that there’s no real limitation on it is excellent.


Level 15

Spell Change Log: + Holy Aura

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)
6th Level SpellHeal
6th Level SpellMass Suggestion
7th Level SpellTeleport
8th Level SpellHoly Aura

Eighth level spell time, and since you still have access to Cleric spells, you can pick up the excellent Holy Aura. Holy Aura is a neat spell that makes it really difficult for enemies to hurt your allies, and with the range being a 30 ft radius circle, it’s pretty easy to protect every ally with it. Better yet and unintuitively, your allies only need to be close with the casting of this spell rather than constantly near you so you can split right after you cast it.


Level 16-20


Level 16

Feat: Constitution to 18

Spell Change Log: None

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)
6th Level SpellHeal
6th Level SpellMass Suggestion
7th Level SpellTeleport
8th Level SpellHoly Aura

No spell changes and simply pumping Constitution to 18 for more health and better Concentration checks.


Level 17

Class Feature: Metamagic (Careful Spell)

Spell Change Log: + Wish

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)
6th Level SpellHeal
6th Level SpellMass Suggestion
7th Level SpellTeleport
8th Level SpellHoly Aura
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 as it’s 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: Unearthly Recovery

Spell Change Log: + Mass Heal

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)
6th Level SpellHeal
6th Level SpellMass Suggestion
7th Level SpellTeleport
8th Level SpellHoly Aura
9th Level SpellMass Heal
9th Level SpellWish

You get your final subclass feature at level 18 with Unearthly Recovery. Simply, you get to recover a bunch of health as a bonus action when you’re already injured. Simple, but quite sweet.

For your spell choice, you get to pick up Mass Heal here. You can dole out 700 POINTS OF HEALING. 700. POINTS. That is so much healing and you can pretty much full heal your entire party in the middle of an extremely tough combat.


Level 19

Epic Boon: Boon of Fate

Spell Change Log: + Power Word: Fortify

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)
6th Level SpellHeal
6th Level SpellMass Suggestion
7th Level SpellPower Word: Fortify
7th Level SpellTeleport
8th Level SpellHoly Aura
9th Level SpellMass Heal
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 spell choice, I don’t want to take too many ninth level spells, so it’s good to pick up Power Word: Fortify. Being able to dole out 120 temporary health amongst your party is simply a great value, even for a seventh level spell slot.


Level 20

Class Feature: Arcane Apotheosis

Spell Change Log: + Meteor Swarm

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripShape Water
CantripSorcerous Burst
1st Level SpellAbsorb Elements
1st Level SpellBless (Law)
1st Level SpellFeather Fall
1st Level SpellHealing Word
1st Level SpellShield
1st Level SpellSilvery Barbs (Fey-Touched)
2nd Level SpellMisty Step (Fey-Touched)
2nd Level SpellSuggestion
2nd Level SpellWeb
3rd Level SpellCounterspell
3rd Level SpellFireball
3rd Level SpellRevivify
4th Level SpellDimension Door
4th Level SpellPolymorph
4th Level SpellWall of Fire
5th Level SpellArcane Hand
5th Level SpellCommune (R)
6th Level SpellHeal
6th Level SpellMass Suggestion
7th Level SpellPower Word: Fortify
7th Level SpellTeleport
8th Level SpellHoly Aura
9th Level SpellMass Heal
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!

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?


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: 916