5E [UA Favored Soul]Are there any obvious cleric spells that combine well with metamagic?
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  1. #1
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    [UA Favored Soul]Are there any obvious cleric spells that combine well with metamagic?

    Ok, I managed to last one entire year without initiating a sorcerer thread. So I guess I can post one now.

    Ok, last UA brought a new version of the Favored Soul that basically can get any cleric spell. So the main question is exactly that one. Which spells are good with metamagic and which ones can get actually broken?

    Between cantrips and leveled spells this access brings out 86 new spells in core. So it would be a good idea to go little by little and checking which spells could get out of hand and which ones don't actually benefit from metamagic.

    Remember, the idea is to discuss possible good uses and possible overpowered uses, not the merits of the subclass, or whether sorcerers have the right to exist. I beg you to stay focused on the main topic, black and white is this spell overpowered with this metamagic or only good or actually useless? (And remember that Metamagic comes online only at third level)

    This is the list of cleric spells that sorcerers don't have access to (* marks spells that are also on the Wizard list):

    Cantrips

    1. Guidance
    2. Thaumaturgy
    3. Resistance
    4. Sacred Flame
    5. Spare the Dying

      1st Level
    6. Detect Poison and Disease
    7. Shield of Faith
    8. Sanctuary
    9. Bless
    10. Inflict Wounds
    11. Bane
    12. Command
    13. Healing Word
    14. Purify Food and Drink
    15. Detect Evil and Good
    16. Guiding Bolt
    17. Cure Wounds
    18. Create or Destroy Water
    19. Protection from Evil and Good*

      2nd Level
    20. Aid
    21. Prayer of Healing
    22. Locate Object*
    23. Continual Flame*
    24. Find Traps
    25. Protection from Poison
    26. Calm Emotions
    27. Lesser Restoration
    28. Silence
    29. Augury
    30. Spiritual Weapon
    31. Warding Bond
    32. Gentle Repose*
    33. Zone of Truth

      3rd Level
    34. Animate Dead
    35. Remove Curse*
    36. Revivify
    37. Feign Death*
    38. Glyph of Warding*
    39. Create Food and Water
    40. Meld into Stone
    41. Mass Healing Word
    42. Spirit Guardians
    43. Speak with Dead
    44. Magic Circle
    45. Beacon of Hope
    46. Bestow Curse*
    47. Sending*

      4th Level
    48. Death Ward
    49. Guardian of Faith
    50. Control Water*
    51. Freedom of Movement
    52. Divination
    53. Locate Creature
    54. Stone Shape*

      5th Level
    55. Hallow
    56. Scrying*
    57. Mass Cure Wounds
    58. Greater Restoration
    59. Geas*
    60. Planar Binding*
    61. Commune
    62. Dispel Evil and Good
    63. Flame Strike
    64. Legend Lore*
    65. Contagion
    66. Raise Dead

      6th Level
    67. Planar Ally
    68. Find the Path
    69. Word of Recall
    70. Forbiddance
    71. Heroes' Feast
    72. Heal
    73. Blade Barrier
    74. Create Undead*
    75. Harm

      7th Level
    76. Regenerate
    77. Divine Word
    78. Conjure Celestial
    79. Resurrection
    80. Symbol*

      8th Level
    81. Antimagic Field*
    82. Holy Aura
    83. Control Weather*

      9th Level
    84. Astral Projection*
    85. Mass Heal
    86. True Resurrection
    Last edited by MoonSong; Wednesday, 8th February, 2017 at 04:02 AM.

  2. #2
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    Ok. Let's start with cantrips (All qualify for Subtle, remember that during half your career you only have access to two)

    Guidance.-Subtle can do wonders to help in social situations and Distant could help an ally at the distance. For collaborative rolls Twinning might be worth it. I'm not so sure how much you want to quicken it since nobody I know checks the action economy out of combat.

    Thaumaturgy.-Basically Prestidigitation for clerics, so unless there have been shenanigans with it, I doubt Thaumaturgy will have any.

    Resistance.- If used with quicken, it would allow an easy way to keep it always on on the barbarian or any squishy. Twinning might justify using your action.

    Sacred Flame.- It is a good damage with an element that few enemies are resistant to. Good for twinning or Distant.

    Spare the Dying.- Easier to apply with Quicken and Distant. If you have two downed comrades you have bigger problems.

  3. #3
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    Grandfather of Assassins (Lvl 19)

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    Silence & subtle spell.

  4. #4
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    Quicken bless.
    Twin raise dead, sanctuary, or heal/regeneration.
    Subtle/distance contagion or spiritual weapon. Just to do things while you hide.
    Command (+warcaster + booming blade) and Spiritual Guardians are also just good spells to get, if not particularly with meta magic.

  5. #5
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    Twinned command was the first fun one that came to mind: "F@#$!"

  6. #6
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    You've got silence, and you've got a way to cast in silence. That's great if facing other casters in enclosed quarters.

    Twin works great on a variety of single target buffs and debuffs, as well as any single target expensive material components like raise dead and resurrect.

    Not sure why the gods who demand a price to raise someone will let a sorcerer pledged to them twist their magic about, but there you have it.

    Hmm, quicken Bless so it then applies that round to your attack cantrip (since you can't cast a spell using an action after casting bless).
    Laugh FormerlyHemlock laughed with this post

  7. #7
    Extend heroes' feast. Would that work?

  8. #8
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    Quote Originally Posted by Celtavian View Post
    Extend heroes' feast. Would that work?
    No, the max duration on extend is 24 hours.
    Last edited by Leatherhead; Thursday, 9th February, 2017 at 01:24 AM.

  9. #9
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    Bless and faerie fire.

    Destructive wave is also tasty via tempest domain.

  10. #10
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    Twinned Guiding Bolt looks very effective, particularly since at the cost of only 1 sorcery point it can be easily be done repeatedly. Even better if you bless yourself first.

    I also agree about the quickened bless.

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