Divine Soul Sorcerer - D&D 5e Subclass Series
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- Опубликовано: 11 сен 2024
- We discuss the next subclass in the series from Xanather's Guide to Everything: the Divine Soul Sorcerer! This subclass gets some interesting abilities... find out what we think of this subclass! We are going to be going over each subclass ability then rating each subclass on Roleplay Value, Combat Value, and Overall Class Synergy. We have a very special rating system as well!
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instablaster.
RP: subtle meta magic + suggestion - you own RP encounters!
I currently play a Protector Aasimar Divine Soul. Started at level 3, now at 11, and it's simply amazing. I lean heavily into the roleplay aspect of a person who is partly a divine creature but still has mortal flaws, and how the world may react to the existence of an individual who wields the power of the gods, but isn't beholden to them for her abilities. Given the society we're in is almost a theocracy, it could pose interesting complications both religiously and politically, especially since my character is legitimately a member of the church. She currently masquerades as a normal Human, but I'm fully expecting her to be unmasked at some point. The fallout should be glorious.
The DM is giving as good as he's getting, unfolding an intense character arc where my character is discovering the source of her power. Long story short, she's learned her father is a former Solar of Corellon carrying on a crusade against the Drow as vengeance for killing his brother. He has many of his children with him on the campaign, though my character has thus far refused his invitation, as she doesn't believe he's doing the right thing. Current theory among the party is that he's looking for one of his children who's like his dead brother to try to resurrect or outright re-create that brother by pouring his essence into the vessel, possibly erasing the vessel's identity. Unfortunately, my character is practically a carbon copy of the dead brother, and her inherent affinity for the divine may indicate a compatibility for her uncle's essence that her father is looking for. She's rightfully scared of what might happen, but she's determined to try to redeem her father. That's as much as we know right now. I know absolutely nothing beyond what we learn in game, as this is purely the DM's creation, so I get to learn it as my character does. I wouldn't have it any other way.
Divine Souls suffer from the same confining number of spells known as any other Sorcerer, though Divine Souls may feel it more due to having access to the Cleric list. That's perhaps my biggest issue with the Divine Soul. I'm very fortunate that my DM has allowed me to use the UA ability to change a single spell per day for another of the same level. It's given my character just the right amount of flexibility to adjust to upcoming situations, but also adjust her spells to reflect ongoing character development. I usually have a "home base" of spells that she can use in a wide variety of situations, and then I'll adjust a few of them depending on what might happen.
Metamagic for Divine Souls can be absolutely nuts, if you do it right. For example, my character stayed after a large-scale battle to raise as many of the dead as she could. By sinking in all of her sorcery points and spell slots, she could manage 5 twin casts of Raise Dead per day. Not even a level 20 Cleric can do that much, and I'm level 11 and use half the number of diamonds. Combine the Healer feat with a twinned Healing Word, and I can bring 3 dying people back to consciousness in a single turn. And let me tell you about the fun that is a subtle Sending to warn someone of impending danger. My DM also allows twinned Sending if I send the same message to both recipients, so my character has become something of a diplomat and information clearing house among the region's political leaders. I'm already planning on keeping a subtle Word of Recall in my back pocket in case my character's father captures her and brings her to his home base on another plane for his own purposes. Only way he can keep her there is if he outright negates magic.
At level 12, my DM is allowing me to take the Metamagic Adept feat from the recent UA, so I get another 2 metamagic options for even more goodness. How about a distant Revivify so I can bring someone back from death without needing to put myself in danger? Maybe a distant Divine Word so I can wreck even more creatures? Who doesn't love an extended Death Ward before bed so it's still going 8 hours after you wake up? Maybe an extended Conjure Celestial so I can keep my coatl around longer without needing to use Planar Binding? How about restraining a creature with Telekinesis so it gets disadvantage on its dex save against your quickened Flame Strike? Even though it doesn't suit my character, the idea of a distant Contagion is really tempting.
see now imagine that with spell sniper+ elemental adept fire feats on a scourge aasimar and that was my build. comboing spell sniper and distant spell is fucking ridiculous, i could snipe something out on the horizon and burn it to death even if it was fire resistant
Best combination in 5e.
Also known as the best subclass to play as a sorcerer. Not just for the divine spell access but also for its Favored by the Gods feature. That can save a useful spell like guiding bolt from missing and is so great given you get it back on a short rest.
Ironically this will make you a Warlock's best friend.
"WOO! SHORT REST CLUB!"
I wanna play this class as a televangelist. One of those overly dramatic guys that just shouts "HEAL!" with their hand on the injured persons face.
Bonuspoints for thaumaturgy and subtle metamagic on the heal spell so it really looks like a miracle
Cleric spells + sorc meta magic creates for so many extremely strong combos. Twin spell in particular.
I was playing as a College of Lore bard and my DM recommend me to pick divine soul sorcerer to compliment my roleplaying. Guess who is a stupid overpowered support for the party now?
One thing they should have done was given them a list of Bloodline spells where the player selects a Cleric Domain and those spells are automatically at their disposal, this reflects what Deity the Sorcerer has the favor of.
Currently playing out of the abyss
I am a grave cleric and we have a divine soul sorcerer
Might explain why some combat encounters are stupid hard because in theory with both of our magics no one should die…
In theory
The best sorcerer subclass. Amazing for a sorcadin.
I am currently considering it. How many levels would you take? Currently I am thinking 1. As don't want to lose any ASI, lose too many hitpoints and lay on hands and delay/lose my aura extension and improved divine smite etc. The two spells to pick up I am considering shield and then either guiding bolt or absorb elements.
I’m currently playing a Fey’ri Divine Soul sorcerer. His father was a fallen god that passed on divine dna which gives my character his divine power. The story that’s developing around him being able to cast divine spells without getting it from praying or working for a dirty, and them (gods) seeing him as a threat because of it is awesome. This class is letting me play the deepest and meaningful background I’ve ever done.
Please keep tapping the book or table, it calms me and makes me happy.
So I'm building an eladrin divine sorcerer who is basically part of the Rebel Alliance with the spy background so I can stealth in missions and subtle cast things like Sacred Flame to assassinate the Imperials. So those poor bastards are just going to get hit by divine fire from a sourceless location. And if I ever get caught subtle cast charm person for the win. It's going like being a Jedi who can teleport in and charm people in a pinch.
In terms of being extremely interesting for roleplay. Im considering multi-classing into this with a goliath - rogue:scout going for a very plague doctor vibe in the icewind dale setting. We have no magical healer in the group but i am planning on taking the healer feat to compliment the medicine expertise.
So far the character is moderately effective in combat, but as far as healing goes, the healer feat paired with the sorcerer point rerole could be pretty epic later.
Another great option (especially if you want to go plague doctor route) is the Way of Mercy Monk. Check out our video on that and see if it might be an interesting fit for your theme. Thanks for watching!
My new favourite trick with this subclass is to use subtle spell metamagic to assassinate someone using sacred flame because all I need to do is see them and they get killed without anybody noticing I'm casting.
This is my favorite class/subclass period. picking between two spell lists is daunting, and most people complain about not being able to switch, but im fine with it. The classes versatility comes from being able to play with THE RULES OF MAGIC ITSELF. "but two spells cant be used in the same turn" I hear you say. sure, quickened spell attracts a lot of people, and it suck when you cant to the OP thing. how bout this, I will give you a small list of reason to like each meta-magic. Careful spell. Ever wanted to fireball, and not hurt your friends as much, boom, here you go. your rouge and monk will take no damage too. Also If its an all or nothing spell like disintegrate, and you wanted to fool somebody that your willing to kill but you just "missed", boom. Distant spell. you just become a sniper with your spells, and for a class with such low health thats pretty good. also, you could counter-spelled from 120 feet, no risk of getting counter-spelled back. empowered spell. you want to make that lightning bolt hurt a bit more, or alot, well here you go. more damage plain and simple plus you can use it with other metamagic. extended spell. you wont have to waste another spell slot to cast mage armor later, or you want to stop time for 10 turns instead of 5, boom, free 9th lvl spell slot, thats a free 8th lvl spell slot. heightened spell. you want to make that hold person sticks, or that one person gets burned in flaming sphere, boom disadvantage. with spells like dominate monster you could end a fight instantly. quicken spell. you want to take the dodge action, disingage, dash, hell, do anything that takes an action and cast a spell, well, now you can. plus it double the effectiveness for spells like enervation, which has actions after you cast it. subtle spell. basically you can never be counterspelled, and if you want to freak a cleric out, counterspell him and make him think he's been abandoned. also allows you to charm gaurds with little to no risk. twinned spell. whats that? you want to cast the disintegrate spell twice on the same turn, with only one spell slot? sure, why not, jsut make sure you get the henchmen and the boss and you'll have no issue. PS, the if you take the ritual caster feat with the divine sorcerer you can learn cleric rituals :)
Isn't it written that you can still use cantrips even if you used a spellslot spell? As I remember the book says, you can still use cantrips after casting a spell/before casting a spell. I mean you are totally right about your points. I love the divine sorcerer as a class. Even if I am always a DM xD It is a pretty strong caster class.
@@Nero1920 Totally dude, I just didn't mention it. In fact, if you dip two levels into paladin you can cast hold person(can also give disadvantage on that roll) and then bonus action booming blade giving you an attack you can smite on! at lvl 5 a half-orc paladin sorcerer could do an average of about 66 damage with a great sword in one swing!
For some reason. In the Forgotten Realms. I see this class as the clergy for the church of Mystra/Midnight.
Distant spell + inflict wounds is a great low level combo
Tip if you cast a high level aid on yourself, the increased hit point maximum means unearthly recovery heals you more as well. Also Conjure Celestial grants a Couatl which has can cast 22 spell not including the three it can cast at will, telepathy, speak/read any language, has a poison bite, constrict attack, can turn into any CR 4 or less humanoid or beast (enjoying all the creatures none class abilities) , true sight, ect...,
Reminds me of when I cast a mass cure wounds and rolled 5 on 3d8+2.
This is a class that I really want to like, but it just seems like the the most restricted casting class with little tradeoff. Sorcerers get so few spells known with the expectation that metamagics can somehow be a versatile tradeoff, but at the same time metamagic gets so few metamagics. Plus most of the metamagic options are too situational to justify getting so few. I just dont see the point in limiting the class to such a small spell list, applying metamagic as the tradeoff, and then also restricting metamagic so much. Not to mention everything the class does is based off of sorcery points, which feels terrible since there's no good way to get them back until a long rest. It makes sorcerers feel so restricted when they always have to ask themself whether they want to use a feature now or save the points to use a different feature later. Most classes dont have this problem (outside of a few exceptions like the 4 elements monk) since all their abilities are tied to separate resource pools, have ways to regain use outside of a long rest, or dont have a limit to be used.
This has been my Ted Talk about ranting on sorcerers
I do find it strange that sorcerers and warlocks have such limited spells known when other classes like Druid and cleric can prepare different spells each day from their full list AND the subclass options give extra spells that don’t count toward their prepared spells (idk what WotC was thinking there...). Sorcerers DO have a couple ways to get spells back like changing spell slots into sorc points and sorc points into spell slots (though limited to under 5th level). They also have their level 20 ability where they regain 4 sorc points on short rests (woohoo). Metamagic is somewhat limited, but can be huge and with being able to turn sorc points into extra spell slots (and having sorc points equal to your sorc level) you can cast extra spells if you make more slots. Kind of strange but whatever. The metamagic options like heightened spell or twinned spell pretty much never feel bad, but like you said can be difficult to choose when best to use them. I think sorcerers are really cool, but they definitely have some “huh?” moments when looking at how they function. Now Warlocks on the other hand... besides Eldritch blast, what in the world they are clunky especially if your DM doesn’t let you short rest regularly...good luck. Anyways, thanks for watching!
@@URGE @URGE TV Appreciate the response.
The amount of spells known a sorcerer can have looks even worse when compared to the cleric, which can have twice as many spells prepared, if not more, than the sorcerer across all levels.
My problem with the sorcery point system is that nearly everything a sorcerer does draws from this single resource (creating spell slots, metamagic, and a handful of subclass features), making playing a sorcerer a matter of using x or y features as opposed to all the other classes that get to use x and y features. Also converting a spell slot to sorcery points is always a net loss since you only get as many points as the level of the spell instead of an amount equal to the cost to make that same slot level. What I'd like as a buff for sorcerers is either to increase the total amount of sorcery points (either based on Charisma Modifier or Proficiency Bonus) or more preferably a short rest regeneration of half the total sorcery points. I feel like this would reduce the restrictive play of the class and also give sorcerers a reason to take a short rest. For some reason the sorcerer is the only class that doesn't get anything back on a short rest or doesn't need to get anything back because all or almost all of that class's abilities are passive or don't have limited use
The Divine Soul sorcerer is actually insanely powerful. It simply has the best action economy in the game because Healing Word and Spiritual Weapon are both powerful bonus action options that you get on top of the entire rest of the sorcerer and cleric spells that use your action to cast. Being able to twin cast all of those cleric spells in additional to the usual suspects (Haste, Polymorph) is just completely broken. Favored by the Gods can easily save you from failing a crucial saving throw once per *short* or long rest. Add improved healing for the entire party and freaking permanent wings on top of that and you have a really powerful subclass.
@@Nr4747 Divine soul is arguably the strongest sorcerer origin because it has access to the Cleric spell list. Twinned spell is easily the strongest metamagic, and combining it with cleric spells is really cool, but having access to two different spell lists doesnt change the fact that sorcerers still are heavily restricted by their limited spells known. Also, using a subclass to fix the problems of a base class does not actually fix the problems of the base class.
The "solution" within the RAW is multiclassing into Warlock, a 3 level dip, that gives you 2 2nd level spells per short rest that you can convert into Sorc points, as well as two invocations, 2 more cantrips, and your Pact and Patron bonuses.
Currently have a Variant Human Battle Master 3/Divine Soul 2, and it is awesome!
Nice review! I played an Aasimar Divine Soul from level 3 to 17, and like most pre-Tasha's Sorcerers it was kind of meh until about 5-6 because of the lack of spells, then it took off. Twinning Guiding Bolt, Holy Weapon because we had two Fighters, or Harm was insane. Don't mind me doing 28d6 damage with one spell slot, no big deal.
FYI: Putting my DS Sorcerer info here, put the warlock info on Celestial Warlock
Playing a Sorlock - Divine Soul/Celestial Warlock Protector Aasimar.
She's the daughter of the powerful angel of a war god.
(She's super nice and is more healer/support, she does have Guiding bolt and damage cantrips)
She's has a destiny aka holy mission she was born for, but that's her pact. She's fully for it though.
She's also just like partily spoiled, aka raised with knowing she has a destiny, basically dislikes dirt/bugs and wants/enjoys sweets & luxury.
Imagine twin casting those expensive resurrection spells
Good review. Currently considering dipping 1 level in Divine Soul Sorcerer with my Paladin. Cantrips like Guidance and Spells such as Shield, Absorb Elements or Guiding Bolt are yummy. Plus fits thematically. An angel to my god is my actual father without me or even my mother maybe knowing.
I made a Tiefling Sorcerer with Divine Soul, but I twisted it to Dreadful Soul and he could only cast "evil" Cleric spells.
Starting New Campaign in October and I am playing a Human Variant Divine Sorc with Sailor background (nordic oarsman). .. 1st level feat is ritual caster and considering taking magic initiate at 4th to further boost casting flexibility...
I'm just wondering something about this subclass. We all know how deliberately inefficient healing is in 5th edition, as even Life Clerics will have to spend their healing abilities strategically because they will never outpace the game's potential damage. Is that still the case with the Divine Soul Sorcerer?
Damage will outpace healing in 5e as you said, but divine soul sorcerers have tremendous amounts of burst healing potential. You can possibly slow down the rate of damage overtaking you better than a lot of other classes/subclasses with well timed things like a twinned heal. Thanks for watching!
@@URGE And thanks for replying! Would you say this potentially makes them the best healers in the game? Or is that still tied between Life and Grave Clerics?
I play a oath of ancient paladin multi-class Divine sole sorcerer who woke to their angelic heritage due to Great deeds this combination makes the Divine soul sorcerer extremely dangerous they get double Rez and can choose their own spells and swap them out whenever due to the paladin and the paladin with permanent flight and angelic wings mix for a terrifying opposition
So I'm building one of these now and I just realised how impactful twin spell on spiritual weapon or distant spell on spiritual guardians is. That's freaking nuts
Spiritual weapon doesn't meet the requirements for twinned spell.
Both spells don’t work that way
This is freaking awesome.
I actually enjoy multi classing with 3 levels of life cleric for this subclass, heavy armor, boost to heals and an additional 9 spells when you only get 15 is huge. I use the cleric known spells to cover my level 1 and 2 spells so my 15 spells from sorcerer can grab the bigger stuff and you still get to grab level 9 spells if your campaign goes to level 20.
1 level 9 spell and I am not talking slots I am talking known. Also needing 13 in strength, 13 in wisdom and 13 in charisma to do this might spread you thin. Especially if you do point buy. But hey if it works. You have to grab smaller stuff with your earlier sorcerer levels anyway as well.
Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
from: 5thsrd.org/rules/multiclassing/
PS edit. You can mitigate that a bit with swapping of course.
@@Hyde_Hill of course I was referring to swapping spells out just because I assumed most folks understand how multi classing works it’s pretty simple after all. No need to explain it in detail I’ve dmed for 10 years helping folks multi class regularly. With the limited number of spells they know you can finish swapping by level 10 I think. I mean thanks for the explanation and all but really a little condescending. No need to assume people need an explanation of rules they are already talking about using. But have a great day I’m glad you proved you know the rules
@@joshua1201 Ok sorry from the way you worded it it implied multiple level 9 spells and that you would do it the incorrect way with cleric spells first and then directly higher level sorcerer spells. Was just trying to help in case you where new. I remember those days when I was new and thought something would be cool and strong only to find out later it didn't work that way. So wanted to prevent that disappointment.
@@Hyde_Hill no problem I probably worded it poorly posted while playing with a toddler so I was stopping and starting again while he was preoccupied
@@joshua1201 No worries, understand how that can be. If you don't mind, given your experience, I would like your opinion on oath of vengeance paladin with one level of divine soul. Good idea or no? I like the combo of offense and defense and has some good rp possibilities. Not sure about just 1 level of divine soul or up to max 4 levels.
Any reason why they couldn’t create a ‘Soul of their Wild’ subclass which shares the Sorcerer and the Druid spell lists?
At first thought, it shouldn’t be an issue as druids and clerics share a lot of spells and druids have a lot of concentration spells. You can just theme the divine soul as more of a “nature soul” or something if your DM allows Druid spell list instead of Cleric, but keep in mind the big difference is druids and clerics can prepare different spells each day from their entire spell list whereas sorcerers only know a handful of spells permanently and can’t easily swap (outside of leveling). Thanks for watching!
Heat metal
You have guiding bolt, spiritual weapon and spirit guardians available to you as a sorcerer and you are NOT gonna go blaster???? What????
Divine soul sorcerer is basically a demigod. The Cleric is like the Pope and the Divine Soul Sorcerer is like Jesus.
multi-class Sun Soul Monk. aasimar
Unlimited Powahhh
I agree with most of the rankings against the role play rating.. it can be at least a 4.. am currently playing a divine soul Sorceror.. I think you have underestimated how much of an impact a Sorcerors prime stat an spell casting stat is Charisma.. Being proficient in deception, persuasion and intimidation, which I have with my character, means that the Sorceror can play as the face of the party.. similar role to a bard or a Paladin in other parties. Even without being proficient in those skills you can still do very well in social out of combat situations.. Purely because your primary stat is Charisma an it will have the highest modifier.. I also believe that the combat rating could be higher a full 5/5.. having access to clerical spells like Guiding Bolt which you can twin cast, giving advantage on the next attack for the parties dmg dealers.. Divine Word to literally just send every fiend , Fey or celestial back to their home plane gives so much battlefield control to a caster that can already do Sorceror AOE dmg spells.. The only draw back is of course the Sorcerors limited number of known spells.. Having access to two different spell lists is broken.. Thank you for a really good vid. Keep up the good work..
That is true, but that is also for ALL sorcerers not only divine soul. The rating is based on how THIS subclass Improves the base. All of this subclass’s abilities are primarily combat focused. Hope that makes sense! Thanks for watching!
Twinned Spell on Healing Word, Guiding Bolt, or Heal and Extended Spell on Aid, Death Ward, or Freedom of Movement sounds sooo juice
Please do the clockwork soul subclass its absolutely nuts
Doing official first then on to unearthed arcana! Thanks for watching!
My bbeg is a aasimar divine soul sorcerer who keeps her freinds around her to benefit the healing
A way around not being able to multiclass into the same class
When you called it the Cleric Sorcerer I knew you didn't know what the heck you're talking about. Just because you have access to the Cleric spell list doesn't make it a cleric. It's so much more.
We meant it more as a joke than literally because the base classes are indeed very different. Thanks for watching!
FIRST!
Nice. Thanks for Watching!
At lvl 14 my sorcerer has 131 hit points... lvl 18 here i come 🤣🤣🤣
0:01
alex is cute!
Tashaa
Please stop tapping the table or book. Love the videos otherwise.
I noticed in editing more tapping recently in the last couple videos... sorry about that. That filming day I must’ve been extra fidgety. We’ll try to be more conscious of that. Thanks for watching!
@@URGE No problem, just some constructive criticism, as the noise was off putting. I'll be back for the next video :)