Soul Shift: a 2024 DSS/Lunar build
This build uses 2024 sorc's additional spell slots with DSS to attempt to make up for how hard sorc's been nerfed due to Aberrant and Clock getting nerfed and sorc's dip options getting a lot worse. It won't succeed; you're even moreso nearly objectively worse than wizard in 2024 due to sorc getting nerfed where it was unique and buffed where it's not. You're still an arcane fullcaster, so you're still broken, just not in a way that can do anything to touch wizard.
Tech used: Consult my tech glossary on the following:
- Suggestion Suffocation
- SG/CWB reprocs
- Fey-Touched Gift of Alacrity
- Conjure Animals/Conjure Celestial movement
Character Creation
Specie: Dhampir (Stealth and Perception) for bite critfishing for an initiative boost. If you need the crafting versatility, pick Shadar-Kai instead.
Background: Acrobatics and Nature, tool best for magic item crafting for your party, Alert.
Stats: 9 Str/13+1 Dex/14 Con/8 Int/13 Wis/15+2 Cha. Consider having 13 Dex instead since Mage Slayer lets us round it up and that'd let us get 10 Int to improve our Mizzium Apparatus checks or whatever.
sorc 1:
Skills: Arcana and Persuasion.
Innate Sorcery: Neat.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion
Lv 1: Mage Armor, Fog Cloud
Mind Sliver: Set your allies up for success.
Ray of Frost: Excellent for kiting.
Blade Ward: While not concentrating on anything, we get 1d4 AC. Excellent.
Minor Illusion: Offers utility by letting you create cover instantly, DM willing, and letting you make powerpoint presentations and stuff.
Mage Armor: We really, really need this AC boost. Take Shield instead of this if you start at lv 2.
Fog Cloud: Absorb Elements is usually better, but because we just have cantrips, we're not worth defending enough to take it, so I'd rather be a team player and counter Pack Tactics.
Strategy: You've got a bunch of cantrips, and twice per day you can make them a bit better. That is currently the only thing you've got going for you, aside from Fog Cloud. Have fun playing without a familiar.
sorc 1/druid 1:
Druidic: Neat.
Primal Order: Obviously Warden.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Guidance, Mending
Lv 1: Mage Armor, Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Detect Magic
Guidance: Rogue L.
Mending: Pick whatever.
Speak With Animals: See that spider? Ask it for intel on when the guards make their rounds. That bear? Bribe it with honey to be your bodyguard. See that squid? Ask if it's seen any treasures under the sea recently. This is a great and really fun spell to give yourself some agency in the story.
Absorb Elements: It's the other spell.
Goodberry: Turn yesterday's Sorcery Points and today's spell slots into today's hp! Great yo-yo spell.
Entangle: It's a good, economical control spell.
Detect Magic: Rogue L, again. Why walk around like an idiot when you can just detect the glyph?
Strategy: You've now got great utility, and can finally start wielding encounter-solving power with Entangle... Well, more like encounter-really-helping. DSS 3/druid 1:
Spellcasting:
sorc 2/druid 1:
Font of Magic: Converting SP into spell slots is often the best use of your SP. Whenever you have a last day of down-time, don't Long Rest so that you can convert your SP into spell slots to have more spell slots the next day than usual.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Guidance, Mending
Lv 1: Mage Armor, Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Detect Magic, Shield, Magic Missile, Jump
Shield: It's the spell.
Magic Missile: This is the only thing we have that can upcast, and also the only source of good, instant damage if we ever need that.
Jump: Escape button.
Metamagic:
Subtle, Quickened
Subtle: Lets you cast spells while muted, and bypass Counterspell if the spell lacks an M component.
Quickened: If you really, really need to cast a cantrip as a BA, then you've got your button. Try not to press this.
DSS 3/druid 1:
With Clock and Aberrant getting fucked and Lunar's additional preps no longer being that huge, I think that DSS is the best sorc sub in 2024. We get to be competitive with a subclassless wizard with this.
Divine Magic: This is absolutely huge with how mediocre sorc's spell list is, and the main reason we take this sub. Take Law for Bless.
Favored by the Gods: Fuck you, dippers, this great save boost is now mine alone!Spellcasting:
Fog Cloud: We're moving this to druid to save a sorc prep.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Guidance, Mending
Lv 1: Fog Cloud Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Detect Magic, Shield, Magic Missile, Jump, Bless, Silvery Barbs
Lv 2: Aid, Suggestion, Web
Bless: The classic offensive and defensive buff. Use this liberally in tough encounters where you fear you'll have to make deadly saves.
Silvery Barbs: Save someone on something that they'd otherwise be crippled by, and buff someone slightly while you're at it.
Aid: Turn yesterday's unspent spell slot into today's extra hp!
Suggestion: The ultimate save-or-die-or-become-enslaved spell.
Web: It's here: one of the most iconic and economic control spells in the game.
Metamagic:
Subtle, Quickened Twinned
Twinned: Good for Bless, Suggestion, and Aid.
Strategy: At the end of the day, Do any of the following you're able to, from highest to lowest priority: Twin Aid, cast Aid normally, cast Goodberry.
DSS 4/druid 1:
Feat: Fey-Touched (Gift of Alacrity). We're not particularly good at casting this spell, but this is still just so strong that we can't pass it up.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Guidance, Mending,
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Magic Missile, Jump, Bless, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice, Pyrotechnics
Acid Splash: Worthwhile if you can get multiple enemies in the radius.
GoA: Initiative boosts are always huge. Initiative boosts are always huge. Initiative boosts are always huge.
Misty Step: Need to escape? This escapes.
Rime's Binding Ice: The blast and save-or-suck in one package is quite nice.
Pyrotechnics: Fog Cloud, but conc-less, but lv 2. Use this when you desperately need your conc kept on something else.
Strategy: GoA obviously takes priority over Goodberry now.
DSS 5/druid 1:
Sorcerous Restoration: Neat. Basically gives you 1.5 times more SP.Spellcasting:
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Guidance, Mending
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Jump Bless, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice, Pyrotechnics
Lv 3: Spirit Guardians, Sleet Storm, Fireball
Spirit Guardians: This is often overrated, but this is definitely still strong in situations where you're surrounded and/or you can climb on the ceiling in a way where you're too high for melee attacks, but still have the enemies in the aura. You also give your monk a pathetic job.
Sleet Storm: Fuck casters, fliers, and melee grunts up in one fell swoop.
Fireball: Damage solves. This is a lot of it to delete a bunch of annoying goons.
Metamagic:
Subtle, Twinned Extended
Extended: We just got an excellent candidate for this in SG, and we're soon getting more. This lets us afford to delay War Caster in favor of Mage Slayer. GoA and Aid may also be good uses for this if you'd rather not delay the LR by rest-casting these.
DSS 6/druid 1:
If your campaign wraps up soon, then switch to Lunar here and perhaps take Revivify and/or Aura of Vitality on the previous level.
Empowered Healing: To calculate how much this contributes on average, take the average of the die and subtract the number rolled. For example, if you roll a 1 on a d12, then using this would grant 6,5 - 1 = 5,5 HP on average. This is a terribly inefficient use of your SP.Spellcasting:
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Guidance, Mending
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Bless, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice, Pyrotechnics
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead
Hypnotic Pattern: When Sleet Storm's suck-or-suck or SG or Fireball's raw damage won't do, this is your if-all-else-fails save-or-suck. Beware Magic Resistance, Charm immunity, and just generally the possibility of threats saving.
Animate Dead: Turn yesterday's spell slots into today's goons!
DSS 7/druid 1:
There are no lv 4 spells I want compared to just more lv 3 spells.
Sorcerous Incarnate: Worthwhile use of your SP, mostly for buffing your save DC (certainly not for applying 2 Metamagics to one spell). Spellcasting:
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Guidance, Mending
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Bless, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice,
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify
Revivify: Dying sucks, so let's not do that.
DSS 8/druid 1:
Feat: Mage Slayer. We raise our Str, for whatever that's worth, and
more importantly get a Legendary Resistance once per SR. Consider
exchanging something you've Enspelled with Magic Missile to take
advantage of that.Spellcasting:
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Guidance, Mending
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Bless, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality
Aura of Vitality: With Extended Spell, this is actually pretty great healing. Don't use Empowered Healing with this- the healing-to-SP ratio is terrible. This is best used out of combat, since you're usually (but perhaps not always) better off casting a spell to end the pain rather than cure it while in combat.
Spellcasting:
Lv 4: Aura of Vitality Jump: Dim Door or Thunder Step are worthy considerations as well, but remember that those two don't have a free casting.
DSS 9/druid 1:
We get one of the biggest reasons why I think DSS is the best 2024 sorc sub: Pbind.Spellcasting:
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Guidance, Mending
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Bless, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality
Lv 5: Planar Binding, Wall of Stone
Planar Binding: You might need help from allies to supply minions to enslave with this, but that doesn't mean that this spell stops being an auto-pick. Make a hit squad in down-time, and an army later on when you can upcast this. I don't know of this 'Nystul's Magic Aura' you speak of, but that strange homebrew thing that I'm certain would never go through playtesting or even just simple proof-reading could be used in combination with Suggestion to Suggest to creature to be willing to the effect, so that you can forcefully change its type to be one compatible with Pbind. But this is just a hypothetical use of that broken homebrew of yours.
Wall of Stone: We don't get Wall of Force, so this is the next best thing for dividing and conquering without a save.
DSS 10/druid 1:
The problem of picking between Twinned and Extended is solved.Spellcasting:
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Firebolt, Guidance, Mending
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Bless, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice,
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality
Lv 5: Planar Binding, Wall of Stone, Synaptic Static
Firebolt: Decent at-will for the Oil meta, and handy utility thanks to being able to target objects.
Synaptic Static: Need to both blast and save-or-suck, and want a bigger splash than Binding Ice? Then I've got something for you.
Metamagic:
Subtle, Extended, Twinned, Heightened
Heightened: This is now 2 SP rather than 3, making it actually a worthwhile use of your SP. Make that HypPat stick.
DSS 11/druid 1:
Planar Ally might be good if your DM is really nice.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Fire Bolt, Guidance, Mending
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Bless, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality
Lv 5: Planar Binding, Wall of Stone, Synaptic Static
Lv 6: Scatter
Scatter: Melee bruiser in your face? No, you're 120 ft away, and that bruiser better fail its Wis save to not get into your ally's AoE.
Strategy: Remember to upcast Pbind to extend your lease on your growing collection of excuses that fiends are intrinsically evil, so it's okay to enslave them, even though you've also got a unicorn on a leash. Wall of Stone is strong enough to be worth considering to upcast if you're out of lv 5 slots.
DSS 12/druid 1:
Feat: War Caster. This isn't as good as usual due to Extended existing,
but this is still quite important to have for spells other than SG.
DSS 13/druid 1:
Don't look at your wizard buddy becoming twice as powerful.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Fire Bolt, Guidance, Mending
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Bless, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality
Lv 5: Planar Binding, Wall of Stone
Lv 6: Scatter
Lv 7: Conjure Celestial
Conjure Celestial: A far more expensive variation of Aura of
Vitality, but you get to deal loads of damage while you're healing,
making it great to cast in-combat. Excellent option to Extend.
Lunar 14/druid 1:
We're gonna do something cheeky and use the subclass swapping rules from TCE to change our sub to Lunar whilst preservering all our cleric spells except Bless from it. If your DM doesn't allow this or they (incorrectly) rule that your cleric spells disappear if you do this, then just continue with DSS. If your DM wishes to make you train for it, then probably don't bother, since 28 training days is super long and could much better be spent on crafting.
Lunar Embodiment: This is the big-ticket feature. We get 15 additional preps, and some good spells to boot. We're gonna swap these spells actively. I'll separate this list and the regular one for ease of reading.
Moon Fire: Neat.
Lunar Boons: You get PB more SP at most. It's not a travesty if you're left with uses of this. Obviously use this before expending SP if possible.
Lunar Empowerment: Neat.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Acid Splash, Fire Bolt, Guidance, Mending, Sacred Flame, Whatever the hell
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Shield, Bless Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality, Pyrotechnics
Lv 5: Planar Binding, Wall of Stone
Lv 6: Scatter
Lv 7: Conjure Celestial, Plane Shift
Lunar Spells:
Lv 1: Shield, Ray of Sickness, Color Spray
Lv 2: Lesser Restoration, Blindness/Deafness, Alter Self
Lv 3: Dispel Magic, Vampiric Touch, Phantom Steed
Lv 4: Death Ward, Confusion, Hallucinatory Terrain
Lv 5: Rary's Telephatic Bond, Hold Monster, Mislead
This is way too many spells to cover, so if I don't mention a spell, then feel free to not write it on your character sheet.
Sacred Flame: This is overall our best offensive cantrip thanks to targetting two creatures now and being Fire damage. We can scrap Acid Splash since this renders it nearly useless... or keep it. It doesn't matter.
Shield: Moving this to Lunar spells since it's already there and frees up a prep on our main list.
Lesser Restoration: You're no longer a DSS, but that doesn't mean we don't get cleric things anymore. This is nice to have prepped for free.
Dispel Magic: This is some decent utility for dispelling magical traps, or removing an aoe spell that's bothering your party too much.
Phantom Steed: This facilitates kiting and is otherwise more bodies on the field for free. Extending this is an interesting option.
Death Ward: Turn yesterday's spell slots into today's Rage Beyond Deaths! Twin this.
Confusion: This has a very small niche for scenarios in which you'd want to cast HypPat, but can't do so effectively due to any charm immunities.
Plane Shift: This is unmatched for spells to get you just about anywhere you wish.
Strategy: New Moon is your best default option for your phase due to Adv on Stealth. Feel free to spend the SP to switch to Crescent Moon if you expect to take damage of that type soon.
Lunar 15/druid 1:
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Fire Bolt, Guidance, Mending, Sacred Flame, Whatever the hell
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality, Pyrotechnics
Lv 5: Planar Binding, Wall of Stone
Lv 6: Scatter, Mass Suggestion
Lv 7: Conjure Celestial, Plane Shift
Lunar Spells:
Lv 1: Shield, Ray of Sickness, Color Spray
Lv 2: Lesser Restoration, Blindness/Deafness, Alter Self
Lv 3: Dispel Magic, Vampiric Touch, Phantom Steed
Lv 4: Death Ward, Confusion, Hallucinatory Terrain
Lv 5: Rary's Telephatic Bond, Hold Monster, Mislead
Lv 8: Demiplane
Mass Suggestion: Don't just use
this to save-or-die, because HypPat is way better for that due to that
spell being way cheaper. Use this if you can get something more out of
it, such as a prime opportunity to enslave with Pbind. Ain't 5e just heroic.
Demiplane: unmatched utility in terms of safe-keeping treasures and Clones of yourselves, if that's applicable for you. Also just a great base and a safe space to Plane Shift to.
Lunar 16/druid 1:
Feat: Telekinetic. We want a half-feat to raise our Cha to 20 at long last, so this (or maybe Inspiring Leader, if your party lacks THP gen and you've got the lowest opportunity cost) is our option. We can shove enemies into any AoE's, like our several control spells, or SG. Lv 4: Aura of Vitality
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Fire Bolt, Guidance, Mending, Sacred Flame, Whatever the hell, Mage Hand
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality, Pyrotechnics
Lv 5: Planar Binding, Wall of Stone
Lv 6: Scatter, Mass Suggestion
Lv 7: Conjure Celestial, Plane Shift
Lunar Spells:
Lv 1: Shield, Ray of Sickness, Color Spray
Lv 2: Lesser Restoration, Blindness/Deafness Vortex Warp
Lv 3: Dispel Magic, Vampiric Touch, Phantom Steed
Lv 4: Death Ward, Confusion, Hallucinatory Terrain
Lv 5: Rary's Telephatic Bond, Hold Monster, Mislead
Lv 8: Demiplane
Mage Hand: A gentler approach to interacting with object than Firebolt.
Vortex Warp: Lava is a liquid... I think. Regardless, casting
Misty Step on someone else or just moving a pest away is a very nice
teleportation utility package. .
Lunar 17/druid 1:
We win.Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Fire Bolt, Guidance, Mending, Sacred Flame, Whatever the hell, Mage Hand
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality, Pyrotechnics
Lv 5: Planar Binding, Wall of Stone
Lv 6: Scatter, Mass Suggestion
Lv 7: Conjure Celestial, Plane Shift
Lv 9: Wish
Lunar Spells:
Lv 1: Shield, Ray of Sickness, Color Spray
Lv 2: Lesser Restoration, Vortex Warp
Lv 3: Dispel Magic, Vampiric Touch Phantom Steed, Fear
Lv 4: Death Ward, Confusion, Hallucinatory Terrain
Lv 5: Rary's Telephatic Bond, Hold Monster, Mislead
Lv 8: Demiplane
Lv 9: Meteor Swarm
Meteor Swarm: Deleting an encounter with raw damage isn't always
an efficient use of your lv 9 slot, but winning is winning. Careful
Spell is really good with this, for obvious reasons.
Wish: Later than I would've liked, but Simulacrum late is better than Sim never. Oh yeah, other spells exist too... but not True Polymorph. That's an L (that Mizzium can fix). Consult TTB's Wish spell spotlight for these other options.
Fear: This is a sidegrade to HypPat. Use this if the cone isn't problematic
Metamagic:
Subtle, Extended, Twinned, Heightened, Empowered, Quickened
Empowered: Rolled low on your blast spell? Then this can deal a sizable amount of damage. Rerolling two 1's, two 2's, and one 3 gives you an average improvement of 3.5*5-1*2-2*2-3 = 8.5 damage. Rerolling five 1's give you 17.5-1*5 = 12.5 damage. Remember that one SP equals halve a spell slot when judging if you should use this.
Quickened: Take whatever here, really.
Lunar 18/druid 1:
Lunar Phenomenon: Do spend the SP to switch phases so that you can use all of these whenever they're appropriate. I wouldn't spend the 5 SP to regain a use, however.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Fire Bolt, Guidance, Mending, Sacred Flame, Whatever the hell, Mage Hand
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality, Pyrotechnics
Lv 5: Planar Binding, Wall of Stone
Lv 6: Scatter, Mass Suggestion
Lv 7: Conjure Celestial, Plane Shift
Lv 9: Wish
Lunar Spells:
Lv 1: Shield, Ray of Sickness, Color Spray
Lv 2: Lesser Restoration, Vortex Warp, Tasha's Mind Whip
Lv 3: Dispel Magic, Phantom Steed, Fear
Lv 4: Death Ward, Confusion, Hallucinatory Terrain
Lv 5: Rary's Telephatic Bond, Hold Monster, Mislead
Lv 8: Demiplane
Lv 9: Meteor Swarm
Tasha's Mind Whip: This is something we can throw out while concentrating on a spell when we want to deal damage and save-or-suck on creature. I'm running out of things to take.
DSS 19/druid 1:
Epic Boon: Night Spirit. Sure, I'll take resistance to basically everything almost always. Everyone in your party should be in on this, both in that they should have this feat, and that they should assist in securing the necessary light conditions.
Spellcasting:
Cantrips: Mind Sliver, Ray of Frost, Blade Ward, Minor Illusion, Fire Bolt, Guidance, Mending, Sacred Flame, Whatever the hell, Mage Hand
Lv 1: Fog Cloud, Speak With Animals, Absorb Elements, Goodberry, Entangle, Silvery Barbs, Gift of Alacrity
Lv 2: Aid, Suggestion, Web, Misty Step, Rime's Binding Ice
Lv 3: Spirit Guardians, Sleet Storm, Fireball, Hypnotic Pattern, Animate Dead, Revivify, Aura of Vitality, Pyrotechnics
Lv 5: Planar Binding, Wall of Stone
Lv 6: Scatter, Mass Suggestion
Lv 7: Conjure Celestial, Plane Shift
Lv 9: Wish
Lunar Spells:
Lv 1: Shield, Ray of Sickness, Color Spray, Jump
Lv 2: Lesser Restoration, Vortex Warp, Tasha's Mind Whip
Lv 3: Dispel Magic, Phantom Steed, Fear
Lv 4: Death Ward, Confusion
Lv 5: Rary's Telephatic Bond, Hold Monster, Mislead
Lv 8: Demiplane
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