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Favored Soul Sorcerer: Best Domains, Feats and suggestions
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<blockquote data-quote="Carlos Barreto" data-source="post: 6808813" data-attributes="member: 6812625"><p>Greetings,</p><p></p><p>I'm trying to create a gish Favored Soul Sorcerer with two-handed weapons (THW) and heavy armor. I love the idea of being capable of smite enemies in close combat while blasting hordes of enemies at once, all that in shining armor. Also, I think that the lack of War Caster feat makes easier to use THW than Sword & Shield for the purpose of casting spells with somatic components. Finally, throwing Javelins for ranged combat seems easier to do while you're holding your THW in your left hand instead of having a Sword & Shield occupying both hands.</p><p></p><p>So here comes some ideas...</p><p></p><p><strong>RACE:</strong> Variant Human. Heavy Armor Master feat grants +1 Str and the 3 points of damage reduction is just a life saver at the first levels and I think it still remain usefull even at higher levels (because even at higher levels you will still fight mooks or other monsters with no magical attacks).</p><p></p><p><strong>CLASS:</strong> Starting as Paladin for heavy armor proficiency. Extra HP (4) never hurts. Later levels includes Paladin 2 (for Fighting Style: Great Weapon Fighting and Smite!). I'm still unsure if the optimized build should be Paladin 2/Sorcerer FS 18 or Paladin 3/Sorcerer FS 17. What seems better? Power of The Chosen (Sorcerer 18) or a Paladin Oath (Paladin 3)?</p><p></p><p><strong>FEATS:</strong> Besides Heavy Armor Master, I like the Great Weapon Master. I just think you're doing it wrong if you choose the Great Weapon Fighting Style and you don't have this feat because it pushes the THW DPR even further. The Power Attack+Cleave abilities (plus an extra attack if you make a critical hit) is so awesome that I prefer this feat rather than maximize Charisma, as crazy as it may sound.</p><p></p><p>About the domain, I'm stuck among War and Life domains, which seems to be the domains with the best spells. Concentration spells are written in red.</p><p></p><p><strong></strong></p><p><strong>WAR DOMAIN SPELLS</strong></p><p>Cleric level/Spells</p><p>1st</p><p><span style="color: #ff0000">divine favor</span> (1st): [B.A./Conc. 1 min] - Weapon attacks deals extra 1d4 radiant damage</p><p><span style="color: #ff0000">shield of faith</span> (1st): [B.A./Conc. 10 min] - +2 to AC</p><p>3rd</p><p><span style="color: #ff0000">magic weapon</span> (2th): [B.A./Conc. 1h] - Weapon becomes magical. +1/+2 (4th)/+3 (6th) to attack and damage.</p><p>spiritual weapon (2th): [B.A./1 min] - Spectral weapon. 1d8+Char Force damage</p><p>5th</p><p><span style="color: #ff0000">crusader's mantle</span> (3rd): [A./Conc. 1 min] - 30-foot aura. Friends/you deals extra 1d4 damage to weapon attacks.</p><p><span style="color: #ff0000">spirit guardians</span> (3rd): [A./Conc. 1 min] - 15-foot area. 3d8 radiant damage. Wisdom save halves.</p><p>7th</p><p>freedom of movement (4th): [A./1h] - Ignore terrain difficulty. Can't be paralised. Can escape grapple and restrain.</p><p><span style="color: #ff0000">stoneskin</span> (4th): [A./Conc. 1h] - Non-magical bludgeoning, piercing and slashing damage halved</p><p>9th</p><p>flame strike (5th): [A./Inst.] - 10-foot radius and hight. 4d6 fire + 4d6 radiant damage. Dexterity save halves.</p><p><span style="color: #ff0000">hold monster</span> (5th): [A./Conc. 1 min] - Paralyze target. Wisdom save.</p><p><strong>CONCLUSION:</strong> 7 out of 10 (70%) of spells requires concentration.</p><p><strong></strong></p><p><strong>LIFE DOMAIN SPELLS</strong></p><p>Cleric Level Spells</p><p>1st </p><p><span style="color: #ff0000">bless</span> (1st): [A./Conc. 1 min] - 3 creatures gains +1d4 for attack and save roll.</p><p>cure wounds (1st): [A./Inst.] - Heals 1d8+Char</p><p>3rd </p><p>lesser restoration (2nd): [A./Inst.] - Cure disease or condition.</p><p>spiritual weapon (2th): [B.A./1 min] - Spectral weapon. 1d8+Char Force damage</p><p>5th</p><p><span style="color: #ff0000">beacon of hope</span> (3rd): [A./Conc. 1 min] - Wisdom and Death save w/ advantage. Maximized healing</p><p>revivify (3rd): [A./Inst.] - Ressurrect the dead within the last minute.</p><p>7th</p><p>death ward (4th): [A./8 hours.] - When dropped to 0 HP, you stay at 1 HP.</p><p>guardian of faith (4th): [A./8 hours.] - 20 radiant damage. Dexterity save halves. 3 uses.</p><p>9th</p><p>mass cure wounds (5th): [A./Instant] - 30-foot radius. Heals 3d8+Char.</p><p>raise dead (5th): [1h./Instant] - Ressurect the dead within 10 days.</p><p><strong>CONCLUSION:</strong> 2 out of 10 (20%) of spells requires concentration.</p><p></p><p>Thematically, I really like the War domain. The main problem is that Haste is a essential spell to a gish character. The War domain has 7 out of 10 spells that requires concentration, while the Life domains has only 2. Also, both domains shares the Spiritual Weapon spell, which is an amazing non-concentration spell that helps to increase DPR. So I believe that the Life domain is the best because it's more compatible with Haste.</p><p></p><p>Any thoughs or opinions?</p><p></p><p>EDIT: Slash & Blast fighting style. Based purely from theorycraft, this is my spell list idea (Italic red spells means spell swap):</p><p></p><p><strong>Cantrips:</strong> Firebolt; Thunderclap; <strong>???</strong>; <strong>???</strong></p><p>1 - Shield; Sleep</p><p>2 - Magic Missile</p><p>3 - Shatter</p><p>4 - Scorching Ray</p><p>5 - Haste; <span style="color: #FF0000"><em>Sleep</em></span>➞ Fireball</p><p>6 - Counterspell; <span style="color: #FF0000"><em>Shatter</em></span> ➞ Fly</p><p>7 - Blight</p><p>8 - Lightning Bolt</p><p>9 - Hold Monster</p><p>10 - Cone of Cold</p><p>11 - <strong>???</strong> ; <span style="color: #FF0000"><em>Magic Missile</em></span> ➞ Disintegrate</p><p>13 - Chain Lightning</p><p>14 - <span style="color: #FF0000"><em>Fly</em></span>[1] ➞ Misty Step</p><p>15 - <strong>???</strong></p><p>17 - Wish; <span style="color: #FF0000"><em>Scorching Ray</em></span> ➞ Meteor Swarm</p><p></p><p>[1] - At level 14, Favored Soul gain wings.</p><p></p><p>There are two gaps; one at level 11 and the other at level 15. Also, there are two gaps among cantrips.</p><p></p><p>Final list of spells (13 out of 15): Shield (1st), Misty Step (2nd), Haste (3rd), Fireball (3rd), Counterspell (3rd), Lightning Bolt (3rd), Blight (4th), Hold Monster (5th), Cone of Cold (5th), Disintegrate (6th), Chain Lightning (6th), Wish (9th), Wish (9th).</p><p></p><p>Suggestions are welcome.</p></blockquote><p></p>
[QUOTE="Carlos Barreto, post: 6808813, member: 6812625"] Greetings, I'm trying to create a gish Favored Soul Sorcerer with two-handed weapons (THW) and heavy armor. I love the idea of being capable of smite enemies in close combat while blasting hordes of enemies at once, all that in shining armor. Also, I think that the lack of War Caster feat makes easier to use THW than Sword & Shield for the purpose of casting spells with somatic components. Finally, throwing Javelins for ranged combat seems easier to do while you're holding your THW in your left hand instead of having a Sword & Shield occupying both hands. So here comes some ideas... [B]RACE:[/B] Variant Human. Heavy Armor Master feat grants +1 Str and the 3 points of damage reduction is just a life saver at the first levels and I think it still remain usefull even at higher levels (because even at higher levels you will still fight mooks or other monsters with no magical attacks). [B]CLASS:[/B] Starting as Paladin for heavy armor proficiency. Extra HP (4) never hurts. Later levels includes Paladin 2 (for Fighting Style: Great Weapon Fighting and Smite!). I'm still unsure if the optimized build should be Paladin 2/Sorcerer FS 18 or Paladin 3/Sorcerer FS 17. What seems better? Power of The Chosen (Sorcerer 18) or a Paladin Oath (Paladin 3)? [B]FEATS:[/B] Besides Heavy Armor Master, I like the Great Weapon Master. I just think you're doing it wrong if you choose the Great Weapon Fighting Style and you don't have this feat because it pushes the THW DPR even further. The Power Attack+Cleave abilities (plus an extra attack if you make a critical hit) is so awesome that I prefer this feat rather than maximize Charisma, as crazy as it may sound. About the domain, I'm stuck among War and Life domains, which seems to be the domains with the best spells. Concentration spells are written in red. [B] WAR DOMAIN SPELLS[/B] Cleric level/Spells 1st [COLOR=#ff0000]divine favor[/COLOR] (1st): [B.A./Conc. 1 min] - Weapon attacks deals extra 1d4 radiant damage [COLOR=#ff0000]shield of faith[/COLOR] (1st): [B.A./Conc. 10 min] - +2 to AC 3rd [COLOR=#ff0000]magic weapon[/COLOR] (2th): [B.A./Conc. 1h] - Weapon becomes magical. +1/+2 (4th)/+3 (6th) to attack and damage. spiritual weapon (2th): [B.A./1 min] - Spectral weapon. 1d8+Char Force damage 5th [COLOR=#ff0000]crusader's mantle[/COLOR] (3rd): [A./Conc. 1 min] - 30-foot aura. Friends/you deals extra 1d4 damage to weapon attacks. [COLOR=#ff0000]spirit guardians[/COLOR] (3rd): [A./Conc. 1 min] - 15-foot area. 3d8 radiant damage. Wisdom save halves. 7th freedom of movement (4th): [A./1h] - Ignore terrain difficulty. Can't be paralised. Can escape grapple and restrain. [COLOR=#ff0000]stoneskin[/COLOR] (4th): [A./Conc. 1h] - Non-magical bludgeoning, piercing and slashing damage halved 9th flame strike (5th): [A./Inst.] - 10-foot radius and hight. 4d6 fire + 4d6 radiant damage. Dexterity save halves. [COLOR=#ff0000]hold monster[/COLOR] (5th): [A./Conc. 1 min] - Paralyze target. Wisdom save. [B]CONCLUSION:[/B] 7 out of 10 (70%) of spells requires concentration. [B] LIFE DOMAIN SPELLS[/B] Cleric Level Spells 1st [COLOR=#ff0000]bless[/COLOR] (1st): [A./Conc. 1 min] - 3 creatures gains +1d4 for attack and save roll. cure wounds (1st): [A./Inst.] - Heals 1d8+Char 3rd lesser restoration (2nd): [A./Inst.] - Cure disease or condition. spiritual weapon (2th): [B.A./1 min] - Spectral weapon. 1d8+Char Force damage 5th [COLOR=#ff0000]beacon of hope[/COLOR] (3rd): [A./Conc. 1 min] - Wisdom and Death save w/ advantage. Maximized healing revivify (3rd): [A./Inst.] - Ressurrect the dead within the last minute. 7th death ward (4th): [A./8 hours.] - When dropped to 0 HP, you stay at 1 HP. guardian of faith (4th): [A./8 hours.] - 20 radiant damage. Dexterity save halves. 3 uses. 9th mass cure wounds (5th): [A./Instant] - 30-foot radius. Heals 3d8+Char. raise dead (5th): [1h./Instant] - Ressurect the dead within 10 days. [B]CONCLUSION:[/B] 2 out of 10 (20%) of spells requires concentration. Thematically, I really like the War domain. The main problem is that Haste is a essential spell to a gish character. The War domain has 7 out of 10 spells that requires concentration, while the Life domains has only 2. Also, both domains shares the Spiritual Weapon spell, which is an amazing non-concentration spell that helps to increase DPR. So I believe that the Life domain is the best because it's more compatible with Haste. Any thoughs or opinions? EDIT: Slash & Blast fighting style. Based purely from theorycraft, this is my spell list idea (Italic red spells means spell swap): [B]Cantrips:[/B] Firebolt; Thunderclap; [B]???[/B]; [B]???[/B] 1 - Shield; Sleep 2 - Magic Missile 3 - Shatter 4 - Scorching Ray 5 - Haste; [COLOR=#FF0000][I]Sleep[/I][/COLOR]➞ Fireball 6 - Counterspell; [COLOR=#FF0000][I]Shatter[/I][/COLOR] ➞ Fly 7 - Blight 8 - Lightning Bolt 9 - Hold Monster 10 - Cone of Cold 11 - [B]???[/B] ; [COLOR=#FF0000][I]Magic Missile[/I][/COLOR] ➞ Disintegrate 13 - Chain Lightning 14 - [COLOR=#FF0000][I]Fly[/I][/COLOR][1] ➞ Misty Step 15 - [B]???[/B] 17 - Wish; [COLOR=#FF0000][I]Scorching Ray[/I][/COLOR] ➞ Meteor Swarm [1] - At level 14, Favored Soul gain wings. There are two gaps; one at level 11 and the other at level 15. Also, there are two gaps among cantrips. Final list of spells (13 out of 15): Shield (1st), Misty Step (2nd), Haste (3rd), Fireball (3rd), Counterspell (3rd), Lightning Bolt (3rd), Blight (4th), Hold Monster (5th), Cone of Cold (5th), Disintegrate (6th), Chain Lightning (6th), Wish (9th), Wish (9th). Suggestions are welcome. [/QUOTE]
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