I'm currently playing a level 9 Lore Bard /level 1 Divine Soul Sorcerer in a Princes of Apocalypse campaign (with homebrew that will take us to level 20). My party consists of a Vengeance Paladin, a Twilight Cleric, a Dragon Monk, an Artificer/War Mage, and a Scribes Wizard, so we are pretty well balanced in terms of spellcasting breadth.

I took Counterspell & Revivify at level 6 (before the Wizard and Cleric joined)

I am on the cusp of my next magical secrets and am struggling a bit as to what I should take next. I have been a valuable member thus far as a battlefield control/support concentration option (Hypnotic Pattern, Hold Person, Heat Metal, Polymorph) and only recently applied some damage spells to the arsenal (Animate Objects, Synaptic Static).

The Wizard already has things like Wall of Force, Bigby's Hand, and Steel Wind Strike, while the Cleric has Spirit Guardians and Circle of Power.

I enjoy being useful so worry about taking similar spells that are already taken, however, level 10 seems a tad limited in options otherwise, especially as we extend into late tier play.

I currently am thinking the following but, to be honest, they all feel a tad underwhelming:

  • Pass Without Trace (but we are more of a "beat down the front door" kind of group)
  • Find Greater Steed (but in a dungeon crawl campaign, feels less useful if not outright useless. DM makes it difficult for us to even enter dungeons with mounts so this will no doubt be difficult.)
  • Destructive Wave (would require me to get within 30 ft range)
  • Telekinesis (on my shortlist, but is it useful in combat relative to Bigby's or just a utility play?)
  • Conjure Animals (feels like it scales poorly by mid-tier play).
  • Sickening Radiance (in anticipation of Forcecage? but is that too situational?)


Am I thinking about these choices wrong? Are there better options out there that I should consider, even if it means doubling down?

If you were me, PICK TWO.