D&D 5E Which version of the Favoured Soul do you like best?

Which of the 3 Favoured Souls is best?

  • Original Favoured Soul with Domain Spells and flesh wings

    Votes: 12 23.1%
  • 2nd Favoured Soul with cleric spells & Divine Counterance

    Votes: 16 30.8%
  • 3rd Favoured Soul with Cleric Spells and Spectral Wings

    Votes: 24 46.2%


log in or register to remove this ad


I think they were built to do different things: the first one was built to be the melee sorcerer and the later two to be support sorcerers. In terms of function, the first didn't do enough (it was the last of the "let's just throw out a 1/3 melee caster" before they started to make it more worthwhile for the melee caster to actually be in melee). The last 2 both are sufficient, but spectral wings are cooler than not having spectral wings.
 

I'm actually torn between 2nd and 3rd. I like the celestial beauty and purity aspect, but on the other hand i enjoy the healing options offered by the subclass, giving it perhaps a mechanically bit more clearly defined role than just sorcerer with divine spells and lets be honest... healing is something that a lot of parties expect from a character with access to divine spells... damn its one of the reasons why the arcane-divine divide was created on the first place. Still i get why some people dislike the focus on healing, until i thought about it, it bothered me too. Still it barely removes any actual choice, you can still focus on more offensive aspects and maybe only add lesser restoration to help you "off-heal" when necessary.

About spectral wings... i kinda like that the divine origin gives spectral wings instead of physical ones, kinda fits more with the spiritual nature of the divine origin. Plus they remind me of the wings that angels in diablo have, so this is a smaller and personal plus for me

About the favored soul not offering options for more evil divine origins... yeah the subclass is strongly favoring good, some of the neutral deities and "celestial forces" more than anything evil or fiendish, enough that a celestial sorcerer would be a better fit than just using the Favored soul name. I have been saying it for some time, WoTC is actually trying to avoid evil divine options, the paladin UA was an exeption, but considering how death cleric and oathbreaker were stuffed into the DMG as villanous options, it seems that they aren't very willing to offer evil divine options. I feel the paladin one was sort of a test to see how much the playerbase would be interested in those, but not something they want to actively puruse, unless they have changed their minds.
 

Ultimately, I want the Favored Soul to have a divine domain. This makes them stand out from each other. I can add domain spells as spells known if I have to.

I don't like empowered healing. Not all Favored souls should be healers.


Sent from my iPhone using Tapatalk
 

I like the 2nd one (no wings, no cure wounds), but the 3rd one doesn't suck.

I haven't looked at the 1st one in quite some time, but remember having a strong negative reaction to it.
 

The first one is mostly a Sorcerer: the only Cleric spells it gets are the Domain spells. In the other two, the "Divine Magic" feature allows a Sorcerer to take only Cleric spells for that PC's entire career, if the player decides to do that.

To review:

FIRST VERSION: (1) Choose a domain and gain the listed spells as Sorcerer spells known at the listed levels. (2) Proficiency with Cleric armor and weapons. (3) At 6th level, gain Extra Attack. (4) At 14th level, gain the ability to manifest physical wings from your back as a bonus action (dismiss as a bonus action), and gain a flying speed. (5) At 18th level, gain the ability to regain Hit Points each time you cast one of your domain spells.

SECOND VERSION: (1) DIVINE MAGIC: Each time you (ever) learn a cantrip or a spell of Sorcerer Level 1 or higher (ad provided on The Sorcerer Table in the PHB), you can choose instead from the Cleric spell list, and it becomes a Sorcerer spell for you. (2) Also, you have 1 extra Hit Point added to your Hit Point maximum at each Sorcerer level you take. (3) Also, once per rest, if you miss with an attack roll or fail a save, you can roll 2d4 and add it to the total on that attack or save. (4) At 6th level, Blessed Countenance: your connection to divinity shows up as an enhancement to your physical appearance of beauty, youthfulness, kindness, or imposing-ness. (5) At 14th level, gain immunity to disease, poison damage, and the Poisoned condition. (6) At 18th level, gain the ability, to regain Hit Points equal to half your Hit Point maximum when you drop below half Hit Points, once per long rest.

THIRD VERSION: (1) DIVINE MAGIC: Each time you (ever) learn a cantrip or a spell of Sorcerer Level 1 or higher (ad provided on The Sorcerer Table in the PHB), you can choose instead from the Cleric spell list, and it becomes a Sorcerer spell for you. (2) Also, once per rest, if you miss with an attack roll or fail a save, you can roll 2d4 and add it to the total on that attack or save. (3) At 6th level, whenever you roll dice to determine how many Hit Points one of your Sorcerer spells restores, you can spend 1 Sorcery Point to reroll as many of those dice as you want, one time. (4) Your connection to divinity shows up as an enhancement to your physical appearance of beauty, youthfulness, kindness, or imposing-ness. Also, you can manifest a pair of spectral wings from your back as a bonus action (and dismiss as a bonus action), giving you a flying speed. (5) At 18th level, gain the ability, to regain Hit Points equal to half your Hit Point maximum when you drop below half Hit Points, once per long rest.

I don't mind the wings so much, but I want my Sorcerers to have to take at least some Sorcerer spells.
 

The first one is mostly a Sorcerer: the only Cleric spells it gets are the Domain spells. In the other two, the "Divine Magic" feature allows a Sorcerer to take only Cleric spells for that PC's entire career, if the player decides to do that.

I don't mind the wings so much, but I want my Sorcerers to have to take at least some Sorcerer spells.

Um you are getting something very wrong, either by misreading or not reading the whole description. Both fav sorcerer 2 and 3 allow you choose if you take a cleric spell or sorcerer spell

Here is the description of divine magic:
When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
 

If they made another sorcerer subclass with a fiendish origin this would hit all of your planetouched lineage bases. Favored souls for your aasimar, the four elemental types for genasi, and a fiendish version for tieflings.

That's what I'd like to see.
 

Favoured Soul can have fiendish origins, dark gods and fiendish ancestors.

Those spectral wings can look leathery with burning runes of infernal origin, with the character taking on the smell of brim stone and glowing red eyes to kake them more imposing.

Pick spells that invovle fire, poison, curses, and necrotic damage, fiends and undead from the sorceror/cleric spell lists

Yes you can heal, but that just rewards those who serve your evil with continued life.
 

Remove ads

Top