D&D 5E Divine Soul experiences

rgoodbb

Adventurer
Curious now Xanathar's has been out for a while what people's thoughts and experiences of the Divine Soul Sorcerer are/were.
  1. Were you able to satisfy your concept?
  2. Did you favour (sorry) one class spell list over the other?
  3. Was the low number of spells even more tricky with two classes to choose from or did you mitigate this in some way?
  4. What were your favourite combo's? (Twin, Subtle etc).
  5. Were you mainly a Supporter, Buffer, Blaster, Trickster, Jack of all Trades or other?
  6. Did you enjoy it?
I really want to like this subclass but I am struggling a tad with bits of it.

Happy to also hear from folks who've seen one in play rather that playing one themselves.

Cheers for sharing.
 

log in or register to remove this ad

Divine Souls rule! My favorite Sorc subclass by far. I'm playing one in a Storm King's Thunder campaign atm (Lvl 5 DS Sorc, lvl 2 Hexblade Lock) and I really dig it. As for your specific questions:

1 For sure. "Divine power" gives a huge range of background potential. Personally me and my DM homebrewed the sublass into a more "Devil Soul" theme, the idea being that as a Tiefling he was created through fleshcrafting in the City of Dis. But wether the source of your power is good or evil that doesn't decide the allignement of your character ofcoarse, it only gives more story potential.

The only major change we made was that instead of a free level 1 cleric spell he got Sigil of Dis (lvl 1, bonus action, deal 1d4 fire damage to a target, it gains twice that amount + spellcasting mod in temp hitpoints) since he's more into reinforcing then healing. It also avoids whack-a-mole scenarios when people go down with multiple Word casters in the group, which undoubtedly strong I always find sorta cheesy. I'm also allowed to cast booming blade with reach on my whip (normally it's always a 5 ft cast range) but that's more of a hand wave.

2 I think that as a Sorc you will most often still find yourself to be the blaster, but with the cleric spell list you get some very clutch support tools on top. Some of the damage options at low levels are also better then what Sorc's get. Here are, I think, the most important ones: Healing Word/ Bless/ Guiding Bolt/ Spiritual Weapon/ Silence/ Revivify/ Spirit Guardians/ Death Ward/ Greater Restoration/ Raise Dead/ Heal/ Heroes Feast. It depands on the rest of your party, and a whole bunch of other factors, wether you are going to need those but they are definatly worth considering.

Favor of the Gods is also just incredibly good. Adding 2d4 to your most important saving throw of the day is invalueble and when used correctly will save your ass more then once.

3 Not really. To be fair though, Multiclassing with Warlock gave me a bunch more spell choices at low levels (and a lvl 1 slot on short rest), plus I got the magic initiate feat (familiar, booming blade, mending) @ level 1 in exchange for my tiefling spells + fire res. So that expanded esspecialy my cantrip list by a bunch.

When the class variant UA came out we (the bard and me) could also start changing 1 spell known per long rest. This is mostly used for story reasons (so I can switch to something like Speak with Dead, for example, get the story dump the DM is itching to unleash and switch back to fireball later) but also gives the option to switch to counterspell instead when you know you are going to face a mage. You are still not close to a wizard in felxibility but it defiantly helps. If your table plays 100% RAW then planning your spell choices carefully in advance (and fully utilize the rule that lets you switch one spell per level-up) is key. Guiding Bolt and Sleep are 2 prime examples of spells that rock from level 1-4 but loose a lot of steam after 5.

4 I went for Twin and Quicken. Twin-cast is esspecialy good at low levels with Guiding bolt (2x 4d6 damage and advantage on next attack) or Booming Blade with Shadowblade active. Twin Healing Word (or Sigil in my case) is also solid. Later on you can use it on a variaty of other things like Haste, Greater Invis, Heal, Finger of Death/ Dissintegrate ect.

Quicken is for that double eldritch blast nastyness. when you got a cantrip that good it's never bad to cast it as a bonus action when you need burst. It's also super usefull sometimes to be able to cast something as a BA and use dodge or so as a main action, esspecialy when concentrating.

5 I build him as a caster that can comfortably stand just behind the frontliners, when needed. As a Hexblade he gets medium armor + shield and martial weapons (whip for a reach weapon that isn't heavy) and with the Shield Spell, Mirror Image and Sigil for temp HP he is very durable.

But if i'm honost building him for melee is not optimal and requires some handwaving from your DM. As mentioned I can cast booming and green flame blade @ 10 yards with my whip, I can use my Hex Warrior feature on Shadowblade when instantly when it's cast and I dont have to worry about somatic components when I'm holding a shield + weapon (casting focus).

Some of that felt kind of OP at lower levels but very quickly evened out. With 2 levels in Warlock for agonising blast it's hard to even find reasons to get into melee tbh (unless you can get some good spirit guardians off). Take from that what you will, but my advice would be to build him as a primary blaster with good support options.

6 I think you can guess that answer ^_^ Let me know if you have any other questions!
 


I'm guessing maybe...

Thanks for the comprehensive response

Do you feel the multiclassing, the Tiefling spells and the magic Initiate feat gave you the breadth of extra spells to make a comfortable amount?

I don't think it was necesary from a mechanical PoV to be viable, but did help me to fill a more particular niche for myself (a more melee focussed approach) and pick up some flavour spells. To be clear though, I had to skip on the tiefling spells (and fire resistance) to get the magic initiate feat.

Without the houserules I could very easily skip on the melee aspect completely, hang back with still a very respectable AC and blast away. When you are also a warlock you don't need many diffrent damage options besides Eldritch Blast, enemies are rarely resistant. As I mentioned you will have to plan out your spell choices carefully when following 100% RAW but that's something every Sorc should do in that case.

The multiclassing with warlock gives you probably the most bang for your buck to enhance your spell list. You can quite easily make it so that those 1-3 warlock levels cover your crucial low level spells (Shield/ Hex/ maybe Absorb Elements or Armor of Agathys) and use your sorc spells known for the high level stuff.

Depending on your warlock level you also get 1-4 sorc points per short rest (which is normally the lvl 20 sorc capstone ability), Eldritch Blast with cha modifier (potentialy with hex and hexblade curse on top), Devil's Sight for Darkness shennenigans (which is esspecialy good for us since our main enemies are giants, which darkness blinds but leaves the legs open to attack) and ritual casting.

It's really solid, but will delay your level 4 spells. I would advice start lvl 1 Sorc for constitution proffeciency, then 1 level warlock for your increased spells/ 1 spell slot per SR/ Medium Armor + shield / Hexblade Curse, then rush 4 more levels of Sorc for your level 3 spells. After that milestone get 1 more level of Warlock for invocations and after that you are free to choose wether you want to push that last level of warlock for 2 lvl 2 slots on a short rest (and pact bonusses) or go for those level 4+ spells in Sorc asap.
 

Divine Souls rule! My favorite Sorc subclass by far. I'm playing one in a Storm King's Thunder campaign atm (Lvl 5 DS Sorc, lvl 2 Hexblade Lock) and I really dig it. As for your specific questions:

1 For sure. "Divine power" gives a huge range of background potential. Personally me and my DM homebrewed the sublass into a more "Devil Soul" theme, the idea being that as a Tiefling he was created through fleshcrafting in the City of Dis. But wether the source of your power is good or evil that doesn't decide the allignement of your character ofcoarse, it only gives more story potential.

The only major change we made was that instead of a free level 1 cleric spell he got Sigil of Dis (lvl 1, bonus action, deal 1d4 fire damage to a target, it gains twice that amount + spellcasting mod in temp hitpoints) since he's more into reinforcing then healing. It also avoids whack-a-mole scenarios when people go down with multiple Word casters in the group, which undoubtedly strong I always find sorta cheesy. I'm also allowed to cast booming blade with reach on my whip (normally it's always a 5 ft cast range) but that's more of a hand wave.

2 I think that as a Sorc you will most often still find yourself to be the blaster, but with the cleric spell list you get some very clutch support tools on top. Some of the damage options at low levels are also better then what Sorc's get. Here are, I think, the most important ones: Healing Word/ Bless/ Guiding Bolt/ Spiritual Weapon/ Silence/ Revivify/ Spirit Guardians/ Death Ward/ Greater Restoration/ Raise Dead/ Heal/ Heroes Feast. It depands on the rest of your party, and a whole bunch of other factors, wether you are going to need those but they are definatly worth considering.

Favor of the Gods is also just incredibly good. Adding 2d4 to your most important saving throw of the day is invalueble and when used correctly will save your ass more then once.

3 Not really. To be fair though, Multiclassing with Warlock gave me a bunch more spell choices at low levels (and a lvl 1 slot on short rest), plus I got the magic initiate feat (familiar, booming blade, mending) @ level 1 in exchange for my tiefling spells + fire res. So that expanded esspecialy my cantrip list by a bunch.

When the class variant UA came out we (the bard and me) could also start changing 1 spell known per long rest. This is mostly used for story reasons (so I can switch to something like Speak with Dead, for example, get the story dump the DM is itching to unleash and switch back to fireball later) but also gives the option to switch to counterspell instead when you know you are going to face a mage. You are still not close to a wizard in felxibility but it defiantly helps. If your table plays 100% RAW then planning your spell choices carefully in advance (and fully utilize the rule that lets you switch one spell per level-up) is key. Guiding Bolt and Sleep are 2 prime examples of spells that rock from level 1-4 but loose a lot of steam after 5.

4 I went for Twin and Quicken. Twin-cast is esspecialy good at low levels with Guiding bolt (2x 4d6 damage and advantage on next attack) or Booming Blade with Shadowblade active. Twin Healing Word (or Sigil in my case) is also solid. Later on you can use it on a variaty of other things like Haste, Greater Invis, Heal, Finger of Death/ Dissintegrate ect.

Quicken is for that double eldritch blast nastyness. when you got a cantrip that good it's never bad to cast it as a bonus action when you need burst. It's also super usefull sometimes to be able to cast something as a BA and use dodge or so as a main action, esspecialy when concentrating.

5 I build him as a caster that can comfortably stand just behind the frontliners, when needed. As a Hexblade he gets medium armor + shield and martial weapons (whip for a reach weapon that isn't heavy) and with the Shield Spell, Mirror Image and Sigil for temp HP he is very durable.

But if i'm honost building him for melee is not optimal and requires some handwaving from your DM. As mentioned I can cast booming and green flame blade @ 10 yards with my whip, I can use my Hex Warrior feature on Shadowblade when instantly when it's cast and I dont have to worry about somatic components when I'm holding a shield + weapon (casting focus).

Some of that felt kind of OP at lower levels but very quickly evened out. With 2 levels in Warlock for agonising blast it's hard to even find reasons to get into melee tbh (unless you can get some good spirit guardians off). Take from that what you will, but my advice would be to build him as a primary blaster with good support options.

6 I think you can guess that answer ^_^ Let me know if you have any other questions!

Conjure Celestial is amazing and is a must have Spell for Sorcerer, as is Temple of the Gods in IMHO.

And if you include the latest UA, you can really build a kick ass Conjurer Sorcerer.

Summon Shadow, Summon Fey, Summon Aberration , Summon Elemental, Spirit Guardians, Guardian of Faith, Summon Celestial, Conjure Celestial, Temple of the Gods + Extend Spell is wicked.
 

Very true. I didn't want to get too much into the really high level stuff cuz I didn't know wether it would be relevant to his campaign but if you get there you have some pretty unique options that normally no one but a cleric gets.

And those summon spells are very nice indeed, worth going over for sure if you have the option. Most are solid damage for their level and some of the summons offer some pretty unique utility aswell. If you have a DM that is hesitant but not opposed to add UA to his game then talk about the Spell Versatility from Class Variants first though. That has made my own character a lot more interesting atleast. Both from a tactical and story PoV.
 

Curious now Xanathar's has been out for a while what people's thoughts and experiences of the Divine Soul Sorcerer are/were.
  1. Were you able to satisfy your concept?
  2. Did you favour (sorry) one class spell list over the other?
  3. Was the low number of spells even more tricky with two classes to choose from or did you mitigate this in some way?
  4. What were your favourite combo's? (Twin, Subtle etc).
  5. Were you mainly a Supporter, Buffer, Blaster, Trickster, Jack of all Trades or other?
  6. Did you enjoy it?
I really want to like this subclass but I am struggling a tad with bits of it.

Happy to also hear from folks who've seen one in play rather that playing one themselves.

Cheers for sharing.
Personally my favorite sorcerer origin by far. At low level cleric spells + twin is very powerful. PfGE, sanctuary, SoF, guiding bolt, and healing word are prime picks. As you level up extend and highten spell make you a summoner that even shepherd druids will envy.

I played a one shot where all I did was spam guiding bolt+twin. It was a blast.
 

Played one for a series of one-shots, and it was pretty fun. Twin healing spells is normally a great value. Heightening Harm and Geas, like all spells that have only 1 save for a duration, really increases their value. I played as a support character, with some blasting potential. Overall the biggest downside is remembering that you're not a cleric; your AC and HP are going to be much worse, so you can't put yourself in as much danger.
 


so you can't put yourself in as much danger.
Misty Step or Thunder Step would probably be on my list. But that would take away from already few spells. Tough choices.

Seems like folks are enjoying/really enjoying the Subclass. I will have to roll one up and be vicious with my spell culling.

I'm thinking Changeling with Subtle could be interesting. Throw in a little Actor later on for flair...
 

Remove ads

Top