I’m currently running with a Mastermind 3/Aberrant Mind 2 and I’m looking for some help making a rough plan for how I will build the character further.
Changeling Dex +1 Cha +2
Telekinetic Cha +1
Str 9 Dex 16 (15+1) Con 13 Int 11 Wis 13 Cha 19 (16+2+1)
Cantrips
Chill Touch, Mending, Minor Illusion, Prestidigitation, Mage Hand, Mind Sliver
1st
Comprehend Languages, Shield, Silvery Barbs, Arms of Hadar, Dissonant Whispers
I'm of the mindset that you're better off going primarily Rogue and treating your Sorcerer as a dip to gain access to some utility spells for outside of combat. It looks like, as a high Charisma Changeling rogue, you're basically building a character to be a truly game-breaking spy. You've got the Telekinetic feat already, which is great since you can use your invisible mage hand without doing anything that can be seen visually.
I'd recommend taking one more level of Sorcerer to get Metamagic as well as second level spells, and at some point take the Metamagic Adept feat... this will give you a total of 5 Sorcery Points, which isn't a lot for someone who relies on spell-casting in combat, but if you focus primarily on Rogue then the focus on your magic is more for fulfilling your needs outside of combat and pulling off tricks that your Rogue Skills don't inherently cover, and in that case you'll be casting spells much less frequently, so 5 metamagic options will cover you quite handily.
As for your Metamagic Options, here's my recommendations... right off the bat, Subtle Spell gives you the ability to cast a spell right in front of someone with no clear indication that you're the one who did it... perfect for espionage missions. Quickened spell is also a great choice, especially when you're playing a martial class like Rogue as your primary... that way you can drop a solid battlefield control spell and still use your action to land a Sneak Attack. If I had to recommend your other Metamagic Options, I would recommend Extended Spell, which pairs well with someone who doesn't get a lot of Spell Slots by making sure that you can greatly increase the duration of some spells. Lastly I would recommend Twinned Spell... you don't currently have many spells that would benefit from twinning, which is why it's my last recommendation, but it could have some clutch uses.
As for spells... right off the bat I would recommend dropping Chill Touch and swapping it with Booming Blade. This is because you can still sneak attack when casting Booming Blade, and as a Rogue you can disengage and more reliable trigger the secondary damage from Booming Blade. You also get Calm Emotions and Detect Thoughts for free right at 3rd level, which seems incredibly useful for the kind of character I'm assuming you're going for. However, with that one more level you only learn one more spell, and you've got some tough choices to make, because there's a lot of good 2nd level spells. Dragon's Breath is a great spell for someone who doesn't get a lot of spell slots, mostly because it costs a single spell slot but it lets you output AOE damage for a full combat... it's most valuable giving it to someone else other than yourself, though, so it's hard to take advantage of. Enhance Ability is a great utility spell... not particularly exciting, but if it's a spell you have access to it's a spell you'll be wanting to cast reguarly. Enlarge/Reduce is another under-rated utility spell... it's useful in combat, sure, but the important thing about a good utility spell is that it can do cool stuff out of combat... like shrinking down a huge statue or something so you can stuff it in your pocket, or enlarge, say... a row boat to make it large enough for a large group of people to get away in. Invisibility is tempting, but as a Rogue you can rely on stealth and deception to get through situations that Invisibility could help you with. Lastly I'll recommend either Levitate or Spider Climb... both great spells for accomplishing movement in key situations. Spider Climb is more limited in where and how you can use it, but it lasts a lot longer, so that's kind of the decision you have to make.
Anyway, I hope that was helpful, and that I didn't drastically misjudge the direction you were intending to go.
With your CHR, I think you would be better off going Sorcerer for most of your remaining levels, but take Rogue to level 5 first. You can still use the core feature of Mastermind, bonus action help, when you are casting spells as long as you don’t also quicken another spell. I suggest going to level 5 with Rogue to get your ASI and Uncanny Dodge. After that, Sorcerer the rest of the way. You are giving up a spell level for the ASI and Uncanny Dodge, but I think it might be worth it for the feat and the increase to your survivability.
For your next ASI, I suggest Fey Touched to get a +1 to CHR to max it out, plus Misty Step and (probably) Bless. An alternative would be Shadow Touched to also max out CHR, get invisibility, and Bane or one of the illusion spells. Both should be effective for an infiltrator like you.
For your second ASI, consider Inspiring Leader. With your CHR maxed, you can give your party THP equal to your level + 5 at every short rest. It’s great for any charisma-focused character. Since you are a changeling, you could do impressions in game to “inspire” your party, which could be really fun.
For your second ASI, you could also consider War Caster. It’s mostly for the advantage to concentration, but at that level you may also prefer cantrips for OAs. Take whichever one you didn’t take already for your third ASI.
You should strongly consider switching Mending or Chill Touch for Booming Blade at your next opportunity. At 5th level it already offers extra damage in melee, including with Sneak Attack. That only gets better, and it will make up for losing additional sneak attack dice to some extent, even if it doesn’t trigger. However, you will probably be better off at range when you can be, providing your bonus action help to nearby allies while applying battlefield control or debuff spells to enemies.
Transmorpher’s advice on metamagic choices makes sense, and I second his suggestions.
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I’m currently running with a Mastermind 3/Aberrant Mind 2 and I’m looking for some help making a rough plan for how I will build the character further.
Changeling Dex +1 Cha +2
Telekinetic Cha +1
Str 9 Dex 16 (15+1) Con 13 Int 11 Wis 13 Cha 19 (16+2+1)
Cantrips
Chill Touch, Mending, Minor Illusion, Prestidigitation, Mage Hand, Mind Sliver
1st
Comprehend Languages, Shield, Silvery Barbs, Arms of Hadar, Dissonant Whispers
Proficiencies
Acrobatics, Persuasion, Slight of Hand, Investigation (Expertise), Perception (Expertise), Deception, Intimidation
I want to know what options I have. I’m looking for feats or spells that have some synergy with my build. Or any other ideas to build on my character.
I'm of the mindset that you're better off going primarily Rogue and treating your Sorcerer as a dip to gain access to some utility spells for outside of combat. It looks like, as a high Charisma Changeling rogue, you're basically building a character to be a truly game-breaking spy. You've got the Telekinetic feat already, which is great since you can use your invisible mage hand without doing anything that can be seen visually.
I'd recommend taking one more level of Sorcerer to get Metamagic as well as second level spells, and at some point take the Metamagic Adept feat... this will give you a total of 5 Sorcery Points, which isn't a lot for someone who relies on spell-casting in combat, but if you focus primarily on Rogue then the focus on your magic is more for fulfilling your needs outside of combat and pulling off tricks that your Rogue Skills don't inherently cover, and in that case you'll be casting spells much less frequently, so 5 metamagic options will cover you quite handily.
As for your Metamagic Options, here's my recommendations... right off the bat, Subtle Spell gives you the ability to cast a spell right in front of someone with no clear indication that you're the one who did it... perfect for espionage missions. Quickened spell is also a great choice, especially when you're playing a martial class like Rogue as your primary... that way you can drop a solid battlefield control spell and still use your action to land a Sneak Attack. If I had to recommend your other Metamagic Options, I would recommend Extended Spell, which pairs well with someone who doesn't get a lot of Spell Slots by making sure that you can greatly increase the duration of some spells. Lastly I would recommend Twinned Spell... you don't currently have many spells that would benefit from twinning, which is why it's my last recommendation, but it could have some clutch uses.
As for spells... right off the bat I would recommend dropping Chill Touch and swapping it with Booming Blade. This is because you can still sneak attack when casting Booming Blade, and as a Rogue you can disengage and more reliable trigger the secondary damage from Booming Blade. You also get Calm Emotions and Detect Thoughts for free right at 3rd level, which seems incredibly useful for the kind of character I'm assuming you're going for. However, with that one more level you only learn one more spell, and you've got some tough choices to make, because there's a lot of good 2nd level spells. Dragon's Breath is a great spell for someone who doesn't get a lot of spell slots, mostly because it costs a single spell slot but it lets you output AOE damage for a full combat... it's most valuable giving it to someone else other than yourself, though, so it's hard to take advantage of. Enhance Ability is a great utility spell... not particularly exciting, but if it's a spell you have access to it's a spell you'll be wanting to cast reguarly. Enlarge/Reduce is another under-rated utility spell... it's useful in combat, sure, but the important thing about a good utility spell is that it can do cool stuff out of combat... like shrinking down a huge statue or something so you can stuff it in your pocket, or enlarge, say... a row boat to make it large enough for a large group of people to get away in. Invisibility is tempting, but as a Rogue you can rely on stealth and deception to get through situations that Invisibility could help you with. Lastly I'll recommend either Levitate or Spider Climb... both great spells for accomplishing movement in key situations. Spider Climb is more limited in where and how you can use it, but it lasts a lot longer, so that's kind of the decision you have to make.
Anyway, I hope that was helpful, and that I didn't drastically misjudge the direction you were intending to go.
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With your CHR, I think you would be better off going Sorcerer for most of your remaining levels, but take Rogue to level 5 first. You can still use the core feature of Mastermind, bonus action help, when you are casting spells as long as you don’t also quicken another spell. I suggest going to level 5 with Rogue to get your ASI and Uncanny Dodge. After that, Sorcerer the rest of the way. You are giving up a spell level for the ASI and Uncanny Dodge, but I think it might be worth it for the feat and the increase to your survivability.
For your next ASI, I suggest Fey Touched to get a +1 to CHR to max it out, plus Misty Step and (probably) Bless. An alternative would be Shadow Touched to also max out CHR, get invisibility, and Bane or one of the illusion spells. Both should be effective for an infiltrator like you.
For your second ASI, consider Inspiring Leader. With your CHR maxed, you can give your party THP equal to your level + 5 at every short rest. It’s great for any charisma-focused character. Since you are a changeling, you could do impressions in game to “inspire” your party, which could be really fun.
For your second ASI, you could also consider War Caster. It’s mostly for the advantage to concentration, but at that level you may also prefer cantrips for OAs. Take whichever one you didn’t take already for your third ASI.
You should strongly consider switching Mending or Chill Touch for Booming Blade at your next opportunity. At 5th level it already offers extra damage in melee, including with Sneak Attack. That only gets better, and it will make up for losing additional sneak attack dice to some extent, even if it doesn’t trigger. However, you will probably be better off at range when you can be, providing your bonus action help to nearby allies while applying battlefield control or debuff spells to enemies.
Transmorpher’s advice on metamagic choices makes sense, and I second his suggestions.