Radiant Spellblade — Divine Soul Sorcerer 5e Mod Guide for Baldur’s Gate 3
The Divine Soul Sorcerer blends raw sorcerous power with clerical versatility, giving you access to powerful healing and radiant damage alongside the signature unpredictability of sorcery. In Baldur’s Gate 3 using the 5e mod ruleset, this archetype can be one of the most flexible and decisive damage-dealers, support casters, and battlefield controllers when built intentionally. This guide walks you through a full, optimized 5e mod build from level 1 through cap, including stat priorities, race and background choices, full spell recommendations, metamagic combos, best equipment, tactical play patterns, and party synergy notes. Whether you want to solo-content or run reactive support in a party, this guide gives you clear, actionable steps to dominate encounters.
How to use this guide
Follow the leveling path BG3 section for efficient progression and ability choices.
Use the spells lists to tailor your loadout; swap spells based on campaign choices and companions.
Implement the metamagic combos and combat routines in the sample rotations section to maximize action economy.
Consult the gear section for a pragmatic shopping list and upgrade priorities.
Quick build summary (one-line)
Play a high-CHA Divine Soul Sorcerer with strong CON, a support-oriented spell list, Spirit Guardians or similar area control, Careful Spell and Twinned Spell metamagics, and items that boost spell DC and survivability.
Playstyle snapshot
Role: Hybrid damage/support caster with strong single-target and AoE options.
Core strengths: Flexible spell access (divine and sorcerer lists), scalable damage, healing options.
Weaknesses: Lower durability than full clerics; resource-limited without short rests or sorcery points.
Build foundations
Race and subrace choices
Choose a race to complement high Charisma and give useful secondary stats. Good picks:
Aasimar (Scourge or Protector) — natural thematic fit; resistance and light-based damage; bonus healing flavor. Strong for radiant damage emphasis.
Tiefling (Asmodeus or Zariel) — bonus CHA and innate spells; useful defensive or offensive spells depending on subrace.
Half-Elf — +2 CHA and two other +1s (versatile for CON/DEX), plus two skill proficiencies. Great generalist option.
Firbolg — if available in mod or homebrew, offers Wisdom and magic that leans into divine feel.
Why these: BG3 Divine Soul thrives on Charisma for spellcasting and social checks, while CON supports HP and concentration saves. Aasimar doubles down on the radiant/clerical flavor.
Background selection
Acolyte — thematic, skill synergy (Insight, Religion) and roleplay benefits.
Sage — if you value Investigation/Arcana for a knowledge-driven game.
Noble or Charlatan — pick for social utility depending on campaign tone.
Background is less mechanically decisive than race/class but pick what gives useful proficiencies for your campaign.
Ability scores and priority
Prioritize Charisma, then Constitution, then Dexterity or Wisdom based on playstyle.
Charisma (Primary): Aim to start with at least 16 CHA; push to 20 ASAP. CHA drives spell attack, spell save DC, and many social checks.
Constitution (Secondary): 14–16 start; improves HP and concentration. Vital for maintaining Spirit Guardians and other sustained spells.
Dexterity: Useful for AC and initiative; consider 12–14 if you plan to avoid wearing heavy armor.
Wisdom: Helpful for perception and saving throws if you want more resilience; otherwise deprioritize.
Intelligence & Strength: Dump stats unless roleplaying a specific build.
Suggested array (point buy or standard array reassign): CHA 16, CON 14, DEX 14, WIS 10, INT 8, STR 8. Racial bonuses then apply.
Subclass specifics and subclass flavor
Divine Soul grants access to the Cleric spell list, and the subclass feature that makes you a bridge between divine and arcane sources. Mechanically, this gives you access to healing, buffs, and signature spells like Bless, Cure Wounds, and Spirit Guardians depending on available cleric options in the mod.
Key subclass traits to emphasize:
Access to Cleric preparation: allows shifting roles on the fly.
Bonus spells or unique features that interact with your sorcery points (depending on mod variant).
Divine affinity that may grant resistance or healing buffs.
Design your build around maximizing utility and locking in one or two identity-defining spells (e.g., Spirit Guardians for battlefield control).
Metamagic selection and combos
Metamagic is where sorcerers outpace other casters in action economy and damage variance. Recommended metamagics:
Careful Spell — Crucial for casting damaging AoE without hurting allies. Use with Spirit Guardians or other area spells when allies are nearby.
Twinned Spell — Excellent for single-target control/heal spells when a second target benefits. Works with Haste? (Note: Twinned Spell only works with spells that target only one creature — pick compatible spells).
Quickened Spell — Turn a bonus action into a second spell cast; key for complicated rotations (e.g., Quickened can let you cast damage then a quick healing or buff).
Heightened Spell — Force enemies to take disadvantage on saves, great for single-target debuffs or control that ensure a save fails.
Metamagic combos to practice:
Quickened + Careful + Spirit Guardians (cast guardians on turn and Quickened a control or finish); use careful to avoid friendlies.
Twinned on Cure Wounds or Haste if target rules allow: double support.
Heightened on single-target crowd-control spells to ensure success.
Spell selection — slots and scaling
Spell choices define a Divine Soul Sorcerer. Below are recommended spells by tier. Focus on spells that scale with level and/or benefit from metamagic.
Cantrips (always prepared)
Fire Bolt or Eldritch Blast equivalents if available — reliable ranged damage.
Light/Thaumaturgy — theme & utility.
Prestidigitation — utility.
Guidance — if Divine cantrips access it; excellent out-of-combat value.
Level 1 spells
Bless — party-wide buff that scales with concentration; consider upkeep with Careful Spell when enemies cluster.
Shield — if accessible; crucial for survivability.
Cure Wounds/Healing Word — keep at least one healing option prepared; Healing Word is great for out-of-turn saves.
Chromatic Orb/Inflict Wounds — single-target punch if you prefer close burst.
Level 2 spells
Mirror Image or Blur — personal defense.
Hold Person — single-target control that scales well with Heightened Spell.
Spiritual Weapon — if cleric options allow, this is an action-economy boosting damage/healing tool that persists.
Level 3 spells
Spirit Guardians — signature control/damage; radiant or necrotic options depending on your divine choice. Central to many combat rotation sorcerer plans.
Counterspell/Dispel Magic — essential utility.
Hypnotic Pattern — party-winning crowd control if available.
Level 4 spells
Polymorph — versatile utility and single-target neuter.
Greater Invisibility — protect yourself or an ally while allowing full offense.
Level 5+ spells
Mass Cure Wounds/Greater Restoration — high-tier support tools.
Cone of Cold/Wall of Force — big battlefield control and damage.
Sunbeam/Sunburst — radiant-focused, great if you emphasized radiant damage.
Heal — emergency top-up.
Spell selection strategy:
Keep at least one reliable single-target nuke, one AoE control, one sustain/heal, and key utility (counterspell/dispel).
Swap spells when foreseeable encounters change (dungeon vs. undead-heavy zones).
Concentration management and survivability
Your sustained spells like Spirit Guardians, Bless, and Haste rely on concentration. Protecting concentration is critical:
Prioritize Constitution and Constitution saving throws.
Use cover, positioning, and Mirror Image/Blur to avoid being targeted.
Have a fallback: if concentration breaks, have an immediate Quickened Shield or Healing Word to recover.
Items that grant advantage on CON saves or spell save DC boosts are top-tier.
Feats and Ability Score Improvements
Feats provide mechanical variety. Top choices for this build:
War Caster — essential for concentration and opportunity spellcasting. Grants advantage on CON saves and allows casting spells as opportunity attacks.
Tough — shoring up HP pool for sustained frontline presence.
Resilient (Constitution) — raises CON and proficiency in CON saves for better concentration.
Metamagic-focused ASIs — if you prefer raw output, pump CHA to 20.
Recommended progression:
First ASI: CHA 18 -> 20 if starting at 16 and +2 available; otherwise take War Caster early.
Mid-game: Resilient (CON) or Tough depending on survival needs.
Late-game: Fill remaining ASIs to max CHA or pick utility feats.
Equipment priorities and recommended items
A sorcerer’s gear focuses on boosting spellcasting, survivability, and sometimes adding utility.
Focus: Wands, Staves, and Amulets that increase Spell Save DC, Spell Attack Bonus, or CHA.
Robes/Light Armor with magical bonuses — look for items that add AC or resistances. If heavy armor proficiencies are accessible via multiclassing or feats, consider them only if they don’t detract from CHA progression.
Rings or Cloaks that grant advantage on saving throws, boost concentration, or add temporary HP.
Consumables: scrolls of Revive, potions of Greater Healing, and scrolls of Counterspell for clutch moments.
Best-in-slot targets:
Item that grants +1 or +2 to spell save DC or CHA — instant power spike.
Item granting resistance to common elemental damage in your campaign’s regions.
Items that grant spell slots or recharge once per long rest can act as huge force multipliers.
Leveling path BG3 — recommended sequence and tips
This is a suggested progression that balances damage, control, and survivability.
Level 1–2: Establish cantrips, pick Bless or Shield, choose Careful Spell early if available. Invest in CHA and CON.
Level 3–4: Lock in Spirit Guardians at third level. Consider first feat (War Caster or CHA).
Level 5–8: Expand utility with Counterspell, Hypnotic Pattern, and Haste. Start playing with Quickened + damage combos.
Level 9–12: Access higher-level spells and invest in defensive options like Greater Invisibility, Polymorph. Add Resilient (CON) if concentration struggles.
Level 13–20: Maximize CHA, pick late-game feats, and prepare signature high-level divine spells like Sunbeam or Mass Heal. Refine metamagic to match your established combat routine.
XP and rest management:
Use short rests to regain sorcery points when possible (depending on mod rules). Manage spell slots and sorcery points across dungeon runs for sustainability. Save high-level slots for boss fights or emergencies.
Combat rotation and tactical playbooks
Below are sample rotations for typical scenarios. Adjust metamagic and spells based on the enemy and party composition.
Standard opener — party-friendly AoE control
Position to avoid friendly fire.
Cast Spirit Guardians (use Careful Spell if allies are nearby).
Use Quickened Spell to cast Fire Bolt or single-target nuke if you need immediate damage.
Follow up with Bless if more buffs are needed or Haste on a frontliner.
Burst single-target kill
Use Heightened Spell on Hold Person (if humanoid) to secure the target.
Quickened Fireball equivalent or high-level damage spell on the incapacitated target.
Finish with a cantrip or summoned focus.
Support-focused rotation (keeping party alive)
Prepare Bless and Spirit Guardians for persistent buffs.
Use Healing Word as bonus action for out-of-turn saves.
Use Twinned Spell on Cure Wounds if you need to patch two allies quickly.
Defensive survival loop
Cast Mirror Image or Blur preemptively.
Keep Spirit Guardians or Haste active when you need to control zones.
Use Counterspell reactively; use Quickened Spell to cast Shield when heavily targeted.
Party synergy and companion guidance
A Divine Soul Sorcerer shines in parties where roles are clear:
Pair with a tank who can hold choke points and draw enemy focus while you manage AoE control.
Frontline fighters benefit greatly from Haste and Bless.
Healer companions: You can share responsibilities; pick more offensive spells if a full cleric is present.
Rogues and ranged DPR: Use Spirit Guardians to control space while they execute single-target burst.
Companion synergy notes:
If a companion is a full cleric, pivot to a more damage/control sorcerer build — you don’t need redundant healing.
If party lacks a dedicated healer, keep more restorative slots prepared and consider Twinned Healing options.
Advanced tactics and niche tricks
Use Careful Spell creatively: cast AoE as zone denial without harming allies, then bait enemies into the zone.
Heightened Spell is your anti-save tech: apply it to key debuffs or disables to ensure they work on elite foes.
Use environment: Force enemies into chokepoints before dropping Spirit Guardians; combine walls or hazards for maximum control.
Resource timing: Save 1–2 high slots and sorcery points for unexpected counters or to break stalemates in the late game.
Multi-target upkeep: If you cast Spiritual Weapon or a comparable persistent spell, sync it with your main AoE to maximize pressure every round.
Multiclassing options (if you want to experiment)
Multiclassing can shift your role. Consider only if you want unique hybridization.
Divine Soul Sorcerer / Cleric (2–4 levels) — Gain Channel Divinity, heavy armor options, and additional domain abilities. This makes you a more durable caster but delays Sorcerer capstone features.
Sorcerer / Paladin (2–6 levels) — If you want melee capability and smite synergy with CHA-based smites; requires careful stat distribution and role clarity.
Sorcerer / Warlock (1–3 levels) — Invocations and Pact Magic can complement your spellcasting, but be mindful of slot mechanics. Hex or Eldritch Blast pair well with CHA builds.
Multiclass tips:
Prioritize maintaining high CHA and ensure you don’t delay critical Sorcerer metamagic access too long.
Multiclass only when you need the niche features for roleplay or specific campaign challenges.
Endgame tuning and boss plans
At high levels, fights revolve around resource management and clutch plays.
Save Counterspell and Dispel Magic for enemy casters and anti-magic hazards.
Use highest-level AoE spells when enemy counts scale; combine with Careful and Heightened to neutralize saves.
For bosses with minions, use battlefield-control spells to split the fight and force isolated targets.
For bosses that resist magic, lean into smarts: polymorph to deny enemy action or use single-target debuffs to bypass defenses.
Equipment: prioritize items that raise Spell Save DC and CHA or grant extra reactions/bonus actions. Resistances and HP buffers are top priority for prolonged boss fights.
Troubleshooting common problems
Problem: You constantly lose concentration. Fixes: raise CON, get Resilient (CON), use cover and Mirror Image, and equip items granting CON-save advantage.
Problem: You run out of spells too quickly. Fixes: conserve high-level slots for critical moments, use cantrips for consistent damage, and rely on sorcery points to create flexible casting.
Problem: You’re outshone by a full cleric. Fixes: shift to an offensive caster (maximize radiant damage spells), or multiclass for niche utility.
Roleplay and thematic customizations
The Divine Soul Sorcerer allows memorable roleplay moments. Consider:
Choosing a deity or divine origin that influences your spell palette (radiant vs. necrotic flavor).
Using Thaumaturgy and divine-themed cantrips on social checks for dramatic flair.
Let your costume, companions, and choices reflect a character caught between fate and will — a great angle for morally complex campaigns.
Sample spell loadouts (early, mid, late game)
Early game (levels 1–5)
Cantrips: Fire Bolt, Guidance, Light
Spells: Bless, Shield, Cure Wounds, Spirit Guardians (at 3), Hold Person
Mid game (levels 6–12)
Cantrips: Fire Bolt, Prestidigitation, Minor Illusion
Spells: Haste, Counterspell, Hypnotic Pattern, Greater Invisibility, Spirit Guardians maintained
Late game (levels 13–20)
Cantrips: thematic additions based on mod options
Spells: Sunbeam, Mass Heal, Wall of Force, Polymorph, high-level radiant options
FAQ
What makes the Divine Soul Sorcerer different from a normal Sorcerer or Cleric?
The Divine Soul Sorcerer blends sorcerer flexibility with cleric access to divine spells. This means you get both potent offensive metamagic and healing/utility spells typically exclusive to clerics, allowing you to toggle roles between healer, buffer, and damage dealer.
Is Spirit Guardians essential for this build?
While not strictly mandatory, Spirit Guardians is a signature control spell that scales well with character level and radiant damage build choices. It gives zone control and steady damage, making many encounters much easier when used correctly.
Which metamagic should I pick first?
Pick Careful Spell early for team-safe AoE and Quickened Spell for action-economy burst. If you face many saving-throw-reliant enemies, consider Heightened Spell.
Do I need to multiclass for this build to work?
No. The Divine Soul Sorcerer is fully viable as a pure sorcerer. Multiclassing can add flavor or durability but can delay key Sorcerer metamagic and capstone benefits.
What stat should I raise first with ASIs?
Raise Charisma to 20 as soon as possible, then shore up Constitution or pick Resilient (CON) or War Caster depending on your concentration needs.
How do I manage concentration against heavy damage?
Invest in Constitution, take Resilient (CON) or War Caster, use defensive spells like Mirror Image, and position yourself to avoid frontline exposure. Items that grant advantage or resistances on CON saves are invaluable.
What if my party already has a cleric?
Pivot to a more offensive sorcerer role: pick damage spells and crowd-control, leave the heavy healing to the cleric, and focus on debuffing or high burst to finish fights.
Which items are most impactful for this build?
Items that boost CHA, increase Spell Save DC, grant CON-saving advantages, or provide resistances are the highest impact. Also prioritize items that offer extra spell slots or reactional defenses.
Closing notes
This guide gives you a robust, flexible blueprint to create an impactful Divine Soul Sorcerer in Baldur’s Gate 3 under the 5e mod ruleset. Follow the leveling path BG3, commit to a few core spells like Spirit Guardians, and build your metamagic around Careful, Quickened, and Heightened for maximum battlefield influence. Tune gear and feats to shore up concentration and survivability, and adapt your spell list to the needs of your party and the demands of the campaign. With the right choices, your sorcerer will be equally capable of turning the tide of battle with radiant might and rescuing allies at the last moment.
Leveled spell loadouts for levels 1–20
Below are practical, ready-to-use spell loadouts for a Divine Soul Sorcerer built under the 5e mod ruleset in Baldur’s Gate 3. Each level shows recommended cantrips, prepared spells (grouped by utility role), and a short note on how to use them that level. These are tailored for a hybrid damage/support playstyle that emphasizes Spirit Guardians, reliable control, and survivability. Swap spells to fit your campaign needs and companion choices.
Level 1
Cantrips
Fire Bolt (or equivalent single-target damage cantrip)
Guidance
Light (or Thaumaturgy if available)
Prepared spells (slots: 2 level 1 slots)
Bless (buff)
Shield (defense)
Cure Wounds (melee/heal)
Chromatic Orb / Magic Missile (single-target nuke)
How to play this level
Open fights with positioning and use Bless to boost party hit/saves. Use Shield reactively to survive opening attacks. Use cantrips for consistent DPR.
Level 2
Cantrips
Fire Bolt
Guidance
Prestidigitation
Prepared spells (slots: 3 level 1 slots)
Bless
Shield
Healing Word (bonus-action heal)
Sleep / Tasha’s Hideous Laughter (soft crowd control)
How to play this level
Add Healing Word for out-of-turn saves. Use crowd-control spell to neutralize small packs. Keep concentration awareness.
Level 3
Cantrips
Fire Bolt
Guidance
Minor Illusion / Prestidigitation
Prepared spells (slots: 4 level 1 slots, 2 level 2 slots)
Level 1: Bless, Shield, Healing Word, Chromatic Orb
Level 2: Mirror Image / Blur (defense), Hold Person (control)
How to play this level
Defensive options like Mirror Image or Blur improve survivability. Use Hold Person with Heightened later for guaranteed disables.
Level 4
Cantrips
Fire Bolt
Guidance
Light / Minor Illusion
Prepared spells (slots: 4 level 1, 3 level 2)
Level 1: Bless, Shield, Healing Word, Mage Armor (if using light armor)
Level 2: Mirror Image / Blur, Spiritual Weapon (if present in mod), Suggestion / Hold Person
How to play this level
Start shaping your role: spiritual weapon or persistent utility spells increase action economy. Prioritize Careful Spell metamagic for AoE safety if you have it.
Level 5
Cantrips
Fire Bolt
Guidance
Prestidigitation
Prepared spells (slots: 4 level 1, 3 level 2, 2 level 3)
Level 1: Bless, Shield, Healing Word, Chromatic Orb
Level 2: Mirror Image / Blur, Hold Person
Level 3: Spirit Guardians (signature), Counterspell / Hypnotic Pattern
How to play this level
Cast Spirit Guardians as a zone-control anchor. Use Counterspell to stop enemy casters. Use Careful Spell with Spirit Guardians to keep allies safe.
Level 6
Cantrips
Fire Bolt
Guidance
Minor Illusion
Prepared spells (slots: 4 level 1, 3 level 2, 3 level 3)
Level 1: Bless, Shield, Healing Word, Mage Armor
Level 2: Mirror Image, Hold Person
Level 3: Spirit Guardians, Counterspell, Hypnotic Pattern
How to play this level
Your toolkit is mature: maintain Spirit Guardians during fights, use Counterspell reactively, and deploy Hold Person for humanoid-heavy encounters.
Level 7
Cantrips
Fire Bolt
Guidance
Prestidigitation / Minor Illusion
Prepared spells (slots: 4 level 1, 3 level 2, 3 level 3)
Level 1: Bless, Shield, Healing Word, Chromatic Orb
Level 2: Mirror Image / Blur, Suggestion
Level 3: Spirit Guardians, Counterspell, Hypnotic Pattern
How to play this level
Start experimenting with metamagic combos: Quickened + cantrip or Quickened + low-level spell for action-economy shenanigans.
Level 8
Cantrips
Fire Bolt
Guidance
Minor Illusion
Prepared spells (slots: 4 level 1, 3 level 2, 3 level 3, 1 level 4)
Level 1: Bless, Shield, Healing Word, Disguise Self (if useful)
Level 2: Mirror Image, Hold Person
Level 3: Spirit Guardians, Counterspell, Hypnotic Pattern
Level 4: Polymorph or Greater Invisibility
How to play this level
Polymorph is a huge utility spike; Greater Invisibility is your stealthy offense tool. Use metamagic to enable clutch turns.
Level 9
Cantrips
Fire Bolt
Guidance
Prestidigitation
Prepared spells (slots: 4 level 1, 3 level 2, 3 level 3, 2 level 4)
Level 1: Bless, Shield, Healing Word, Chromatic Orb
Level 2: Mirror Image, Hold Person
Level 3: Spirit Guardians, Counterspell, Hypnotic Pattern
Level 4: Polymorph, Greater Invisibility
How to play this level
You can maintain two high-impact concentration spells across fights if you’re careful. Use Heightened Spell on critical control spells vs. high-Save enemies.
Level 10
Cantrips
Fire Bolt
Guidance
Minor Illusion
Prepared spells (slots: 4 level 1, 3 level 2, 3 level 3, 3 level 4)
Level 1: Bless, Shield, Healing Word, Cure Wounds
Level 2: Mirror Image / Blur, Hold Person
Level 3: Spirit Guardians, Counterspell, Hypnotic Pattern
Level 4: Polymorph, Greater Invisibility, Wall of Fire / Wall of Force (depending on mod availability)
How to play this level
Wall spells or high-level area control let you reshape the battlefield. Use Quickened + single-target nuke or healer to turn the tide.
Level 11
Cantrips
Fire Bolt
Guidance
Prestidigitation
Prepared spells (slots: 4 level 1, 3 level 2, 3 level 3, 3 level 4, 2 level 5)
Level 1: Bless, Shield, Healing Word, Chromatic Orb
Level 2: Mirror Image, Hold Person
Level 3: Spirit Guardians, Counterspell, Hypnotic Pattern
Level 4: Polymorph, Greater Invisibility, Wall of Force
Level 5: Mass Cure Wounds / Cone of Cold / Sunbeam
How to play this level
Start picking high-tier radiant/utility spells. Mass Cure Wounds becomes party-saving; Sunbeam offers radiant control/damage if themed.
Level 12
Cantrips
Fire Bolt
Guidance
Minor Illusion
Prepared spells (slots: 4 level 1, 3 level 2, 3 level 3, 3 level 4, 3 level 5)
Level 1: Bless, Shield, Healing Word
Level 2: Mirror Image, Hold Person
Level 3: Spirit Guardians, Counterspell, Hypnotic Pattern
Level 4: Greater Invisibility, Polymorph
Level 5: Mass Cure Wounds, Wall of Force / Sunbeam
How to play this level
Your 5th-level toolkit allows mass heals and powerful radiant options. Use Heightened on single-target disables and Quickened for follow-up heals or nukes.
Level 13
Cantrips
Fire Bolt
Guidance
Prestidigitation
Prepared spells (slots: 4 level 1, 3 level 2, 3 level 3, 3 level 4, 3 level 5, 1 level 6)
Level 1: Bless, Shield, Healing Word
Level 2: Mirror Image, Hold Person
Level 3: Spirit Guardians, Counterspell, Hypnotic Pattern
Level 4: Greater Invisibility, Polymorph
Level 5: Mass Cure Wounds, Sunbeam / Wall of Force
Level 6: Heal / Sunburst / Disintegrate (campaign-dependent top-tier options)
How to play this level
Level 6 spells let you redefine fights. Use Heal for emergency full restores; Sunburst provides massive radiant potential if appropriate.
Level 14
Cantrips
Fire Bolt
Guidance
Minor Illusion
Prepared spells (slots: 4/3/3/3/3/2 for levels 1–6 respectively)
Maintain all prior picks and add a second level 6 slot where possible (depends on mod rules). Prioritize spells that scale with levels and support your chosen theme.
How to play this level
Double down on high-impact slot usage. Keep one high-level slot in reserve for counters or clutch heals.
Level 15
Cantrips
Fire Bolt
Guidance
Prestidigitation
Prepared spells (up to 7th-level options)
Level 7 spells: Plane Shift (utility), Resurrection alternatives, or high-damage radiant spells depending on mod options.
How to play this level
Prepare a mix: a resurrection-level option for campaign-long survivability and a battlefield-level 7 spell for elimination of elites.
Level 16
Cantrips
Fire Bolt
Guidance
Minor Illusion
Prepared spells (7th-level access solidified)
Keep core spells: Spirit Guardians (if lower-level replacement exists use it), Counterspell, Polymorph, Mass Heal equivalents, and a potent 7th-level pick.
How to play this level
Use high-level spells sparingly but decisively. Your ability to swing an encounter with a single cast is at its apex.
Level 17
Cantrips
Fire Bolt
Guidance
Prestidigitation
Prepared spells (access to 8th-level spells may be available in some 5e mod variants)
Level 8 options: Earthquake/Feeblemind alternatives or Sunburst-level area effects; select based on mod availability.
How to play this level
If 8th-level slots exist, pick one that dramatically alters battlefield geometry or permanently disables boss mechanics.
Level 18
Cantrips
Fire Bolt
Guidance
Minor Illusion
Prepared spells (8th-level and 9th-level access depending on mod)
Consolidate and refine: choose the best defensive, healing, and control spells available. Keep both Mass Heal and a destructive area spell handy.
How to play this level
At this tier your role is strategic: play to disable enemy strategies, preserve party resources, and hold the field.
Level 19
Cantrips
Fire Bolt
Guidance
Prestidigitation
Prepared spells (full 9th-level access in standard 5e; mod-dependent)
Level 9: Wish (if allowed by mod), True Resurrection alternatives, or other apex-level divine/arcane spells
How to play this level
Save 9th-level and Wish-like effects for campaign-defining moments. Use lesser high-level spells to win fights without burning the ultimate.
Level 20
Cantrips
Fire Bolt
Guidance
Minor Illusion / thematic cantrip
Prepared spells (full complement; treat as endgame roster)
All prior staples plus your chosen 9th-level spells; a finished Divine Soul Sorcerer should have: supreme healing/resurrection, top-tier crowd control, and a radiant/arcane obliteration option.
How to play this level
You are now a toolkit unto yourself. Manage resources with wisdom: save at least one reaction or high-level slot for unexpected counters. In many fights the difference between victory and loss will be your metamagic timing and concentration discipline.
Notes on metamagic progression and spell swaps
Early game metamagic: prioritize Careful Spell, then Quickened Spell. Add Heightened Spell or Twinned Spell later to guarantee key disables or double heals.
Swap spells when your campaign or party composition makes certain roles redundant. If the party has a cleric, replace healing with extra offensive or control options.
Quick reference: sample final spellbook (representative for high-level play)
Cantrips
Fire Bolt; Guidance; Prestidigitation
Key prepared spells (examples across levels)
Bless; Shield; Healing Word; Spirit Guardians; Counterspell; Hypnotic Pattern; Polymorph; Greater Invisibility; Mass Cure Wounds / Mass Heal; Sunbeam or Sunburst; Wall of Force; Heal; Wish (if available)
How to use this final set
Maintain at least one persistent control (Spirit Guardians or Wall) most fights. Save a high-level restorative for prolonged engagements and use metamagic to convert single turns into decisive windows of damage or rescue.
Export-ready checklist (for quick in-game decisions)
Cantrips: Fire Bolt, Guidance, Prestidigitation.
Core low-levels: Bless, Shield, Healing Word.
Core mid-levels: Spirit Guardians, Counterspell, Polymorph.
Core high-levels: Mass Heal / Sunbeam, Wall of Force, Heal.
Metamagic: Careful, Quickened, Heightened (adjust order as you gain options).
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