And there in lies my point. It’s more about how you feel about the class than the mechanics of the class. Divine soul can be very powerful, but it feels off because it’s not blasting, draconic doesn’t have the extra spells but it does have the AC boost making it great for Gishes, etc. it’s really more about your style of play than the mechanics of the class/subclass that determines “best” for each player.
I disagree with this statement; but the thing is, that while I do feel there is a 'Best' class for sorc, said best class is Divine Soul and requires you to play in a very atypical way. Namely, playing as a support instead of a caster. Because, say, chaining a Mind Sliver and a Mind Whip can be a massive tide turner; but the thing that's good about it isn't the damage in the slightest. Being able to toss out a twinned haste or slow is amazing; but not really amazing for YOU. Your party will be operating FAR more effeciently than before; but you won't be doing stuff like slinging fireballs around all that much.
What I would say is that while Divine Soul is fantastic for a support build, you're not limited to one; you only need one or two healing spells at time to make the most of empowered healing, after that you've got a sorcerer with access to all of the cleric spells, one of which is guiding bolt which is great for a tier 1 blaster (and pairs nicely with Distant, Quickened or Twinned Spell Metamagics). You can absolutely build a blaster with it while still getting a fair bit of value from the cleric list (Quickened Bless alone makes me prefer Divine Soul to a Cleric, and you can pop it onto yourself to help with concentration and attacks). It's also really good as a multi-class for building more of a gish (fighter/mage) build if you combine it with Fighter or maybe even Paladin.
That said, I object to the idea that twinned haste isn't amazing for the caster; first of all, you can be one of those targets if you want, but even if you're not, the extra damage that your allies inflict (or avoid) thanks to the spell is damage that you've inflicted or prevented. This is just a mindset you need to get into when playing a Bard or any caster focused on buff/debuff/control, because these are some of the most powerful builds in the game, and will often result in more damage than even optimised blasters can (unless you've nobody in the party to do damage of course). Combo abilities are my favourite thing in D&D because just attacking and doing damage is boring IMO; combining that with what someone else is doing, or being that support for an epic killing blow or clutch turning point in a tough fight is the stuff I remember most fondly in my games.
Also I really like to be able to say stuff like "without me, you are nothing". 😉
Fair enough regarding the 'can't target yourself'. I do feel you get more milage out of slapping it on melee fighters, but that's an argument for number crunchers, not me. But the point I was trying to get across is that the really potent stuff a sorc can do is stuff that enables your team, in general, to function at a much higher level with your own power being improved not as much. Like, twinning a holy weapon on the melee fighters can easily result in something like an extra 4-8d8 damage being dealt per turn with an at-will nova effect if you need it; but it's very unlikely that you, as the sorc, will be dealing that damage. As I've said elsewhere, it's like looking at your spell list like a toolbox. A hammer (damage) is useful, but if all you have is hammers, you'd be pretty terrible. Better to have a hammer, screwdriver, drill, wrench, etc. which, in this analogy, would be things like healing, support, debuffing, polymorph, and the like, than just ten different hammers.
Both Divine Soul and Clockwork Soul are great for playing a support-oriented Sorcerer.
Divine Soul has the downside of the limited spells known that most all Sorcerer subclasses have.
Clockwork Soul is my favorite. Being able to cherry-pick the two best/favorite Abjuration and Transmutation spells per spell level up to 5th level slots with the Clockwork Magic feature gives you a stackedspell list.
Wait, how is the divine soul spell list more limited than other subclasses if they can select from both sorcerer and cleric spells? I'm thinking of running one, so want to make sure I'm not making a bad choice. Will probably go with autognome as a race and either astral drifter as a background (for extra cantrips like mend to self-heal and maybe an extra guiding bolt), or wildspacer for the HP..
Both Divine Soul and Clockwork Soul are great for playing a support-oriented Sorcerer.
Divine Soul has the downside of the limited spells known that most all Sorcerer subclasses have.
Clockwork Soul is my favorite. Being able to cherry-pick the two best/favorite Abjuration and Transmutation spells per spell level up to 5th level slots with the Clockwork Magic feature gives you a stackedspell list.
Wait, how is the divine soul spell list more limited than other subclasses if they can select from both sorcerer and cleric spells? I'm thinking of running one, so want to make sure I'm not making a bad choice. Will probably go with autognome as a race and either astral drifter as a background (for extra cantrips like mend to self-heal and maybe an extra guiding bolt), or wildspacer for the HP..
Divine soul is a good utility and support subclass. The features, other than the level 1 favored by the gods feature and 14 feature which are awesome, are not as powerful as some of the features from the other subclasses, but the subclass has a lot of versatility and really expands on the sorcerer’s core functions.
Divine soul is a good utility and support subclass. The features, other than the level 1 favored by the gods feature and 14 feature which are awesome, are not as powerful as some of the features from the other subclasses, but the subclass has a lot of versatility and really expands on the sorcerer’s core functions.
It's not limited to support/utility; the cleric spell list actually has a few fun damage spells like guiding bolt for a blaster (you can twin it for two targets, or quicken to benefit from the advantage on your own turn) and some short-range options like inflict wounds, spiritual weapon, spirit guardians, spirit shroud etc. (you'll get more out of these if you pick up some feats or multi-class to boost toughness), at higher levels you've also got some nasty stuff like flame strike, blade barrier and harm.
You don't need to take many healing spells to make the most of empowered healing, and if you're good aligned you can get cure wounds for free. That said, quickened bless is fantastic so you're probably going to want at least some support.
Divine soul is a good utility and support subclass. The features, other than the level 1 favored by the gods feature and 14 feature which are awesome, are not as powerful as some of the features from the other subclasses, but the subclass has a lot of versatility and really expands on the sorcerer’s core functions.
It's not limited to support/utility; the cleric spell list actually has a few fun damage spells like guiding bolt for a blaster (you can twin it for two targets, or quicken to benefit from the advantage on your own turn) and some short-range options like inflict wounds, spiritual weapon, spirit guardians, spirit shroud etc. (you'll get more out of these if you pick up some feats or multi-class to boost toughness), at higher levels you've also got some nasty stuff like flame strike, blade barrier and harm.
You don't need to take many healing spells to make the most of empowered healing, and if you're good aligned you can get cure wounds for free. That said, quickened bless is fantastic so you're probably going to want at least some support.
All the damage spells are worse than magic missile unless you spend several sorcery points to twin them. Spirit shroud is trash, as is flame strike. And harm is worse than disintegrate.
All the damage spells are worse than magic missile unless you spend several sorcery points to twin them. Spirit shroud is trash, as is flame strike. And harm is worse than disintegrate.
Magic missile does an average of 10 damage (16 maximum) at 1st-level, guiding bolt does 14 on average (24 maximum) on a hit, or 28 average (48 maximum) on a critical hit, and that's on top of granting advantage to the next attack roll (which, as I said, can be your own if you quickened it).
While spirit shroud is at its best on a bladesinger, paladin, or warlock that can make multiple attacks, the main benefit of the spell isn't just the damage, it's the inability to heal; you can do the same thing with chill touch, but its damage is limited. Spirit shroud + inflict wounds will deal a lot of damage on a hit, and prevent healing. This is a similar benefit to harm which reduces a creature's hit-point maximum (so also prevents some healing for a full hour). For flame strike people always fall into the trap of comparing it to fireball, but fireball is a difficult spell to actually cast effectively unless your enemies stay at range; flame strike by comparison is a lot more surgical, can actually bypass cover that fireball can't, and being two damage types makes it highly unlikely an unknown enemy will be resistant and/or immune to both.
You mention spending sorcery points like it's a criticism, but using Metamagic with cleric spells is the major strength of a Divine Soul, and why I prefer it to cleric for many builds. Quickening spells that normally take your entire turn is a major benefit, and twinning them essentially double-casts them cheaply.
My entire point is there are a whole bunch of things you can do with Divine Soul, saying it's only for support/utility is doing it a major disservice because the sub-class has no features that require you to limit yourself to that role; nab cure wounds for free and take bless and you're already seeing major benefits from Divine Soul even if you pick literally no other cleric spells.
All the damage spells are worse than magic missile unless you spend several sorcery points to twin them. Spirit shroud is trash, as is flame strike. And harm is worse than disintegrate.
Magic missile does an average of 10 damage (16 maximum) at 1st-level, guiding bolt does 14 on average (24 maximum) on a hit, or 28 average (48 maximum) on a critical hit, and that's on top of granting advantage to the next attack roll (which, as I said, can be your own if you quickened it).
While spirit shroud is at its best on a bladesinger, paladin, or warlock that can make multiple attacks, the main benefit of the spell isn't just the damage, it's the inability to heal; you can do the same thing with chill touch, but its damage is limited. Spirit shroud + inflict wounds will deal a lot of damage on a hit, and prevent healing. This is a similar benefit to harm which reduces a creature's hit-point maximum (so also prevents some healing for a full hour). For flame strike people always fall into the trap of comparing it to fireball, but fireball is a difficult spell to actually cast effectively unless your enemies stay at range; flame strike by comparison is a lot more surgical, can actually bypass cover that fireball can't, and being two damage types makes it highly unlikely an unknown enemy will be resistant and/or immune to both.
You mention spending sorcery points like it's a criticism, but using Metamagic with cleric spells is the major strength of a Divine Soul, and why I prefer it to cleric for many builds. Quickening spells that normally take your entire turn is a major benefit, and twinning them essentially double-casts them cheaply.
My entire point is there are a whole bunch of things to can do with Divine Soul, saying it's only for support/utility is doing it a major disservice because the sub-class has no features that require you to limit yourself to that role; nab cure wounds for free and take bless and you're already seeing major benefits from Divine Soul even if you pick literally no other cleric spells.
flame strike is not a good spell if you compare it to fireball(yes it is a good benchmark). 2 different damage types and better range is not a good trade for 2 slot levels higher. As for magic missile and guiding bolt, magic missile automatically hits, and guiding bolt is an attack. The expected damage for guiding bolt is less than magic missile. Inflict wounds does more expected damage, but it’s touch range, and a squishy sorcerer shouldn’t be walking into melee like that. Magic missile has a range of 120 feet and doesn’t care about enemies with really high AC.
My entire point is there are a whole bunch of things to can do with Divine Soul, saying it's only for support/utility is doing it a major disservice because the sub-class has no features that require you to limit yourself to that role; nab cure wounds for free and take bless and you're already seeing major benefits from Divine Soul even if you pick literally no other cleric spells.
This is true. However, I still stand by my earlier statement that most of the features they get aren’t as powerful as the ones other subclasses get.
flame strike is not a good spell if you compare it to fireball(yes it is a good benchmark). 2 different damage types and better range is not a good trade for 2 slot levels higher.
Range isn't always up to the players (you can't assume you'll only ever get encounters where you can safely blast from 120+ feet away without any collateral damage). This is why a spell having a wider radius can actually be a bad thing when it comes to positioning. I make the same argument when comparing meteor swarm to psychic scream as a 9th-level damage pick; the former has superior damage in the most ideal cases (enemies are far enough away you can just nuke them to your heart's content) but in any other situation synaptic static is more likely to be a spell you can actually use.
Fireball is in the same situation compared to flame strike, as a 20 foot sphere (40 feet across) is a lot harder to place than a 10 foot cylinder (20 feet across). Plus two different damage types shouldn't be underestimated; it eliminates the need for two different damage type spells, which on sorcerers with limited spell choices isn't a bad thing, and again it makes it less likely to lose damage against an enemy whose resistances you don't know. It also interacts interestingly with empowered spell, because you can choose which damage dice to re-roll.
As for magic missile and guiding bolt, magic missile automatically hits, and guiding bolt is an attack. The expected damage for guiding bolt is less than magic missile.
I'm not trying to say magic missile is a bad spell but you're over-estimating its value; it's a spell that's best used when your chance to hit is poor, because its dependable. However when your chance of hitting is good (or chance of the target failing a save is good), other spells will simply outperform it. Plus the benefit of guiding bolt isn't just in the immediate damage it deals (which can be higher with any decent chance to hit) but in the advantage it gives to the next attack, because that's even more damage being dealt by it.
flame strike is not a good spell if you compare it to fireball(yes it is a good benchmark). 2 different damage types and better range is not a good trade for 2 slot levels higher.
Range isn't always up to the players (you can't assume you'll only ever get encounters where you can safely blast from 120+ feet away without any collateral damage). This is why a spell having a wider radius can actually be a bad thing when it comes to positioning. I make the same argument when comparing meteor swarm to psychic scream as a 9th-level damage pick; the former has superior damage in the most ideal cases (enemies are far enough away you can just nuke them to your heart's content) but in any other situation synaptic static is more likely to be a spell you can actually use.
Fireball is in the same situation compared to flame strike, as a 20 foot sphere (40 feet across) is a lot harder to place than a 10 foot cylinder (20 feet across). Plus two different damage types shouldn't be underestimated; it eliminates the need for two different damage type spells, which on sorcerers with limited spell choices isn't a bad thing, and again it makes it less likely to lose damage against an enemy whose resistances you don't know. It also interacts interestingly with empowered spell, because you can choose which damage dice to re-roll.
As for magic missile and guiding bolt, magic missile automatically hits, and guiding bolt is an attack. The expected damage for guiding bolt is less than magic missile.
I'm not trying to say magic missile is a bad spell but you're over-estimating its value; it's a spell that's best used when your chance to hit is poor, because its dependable. However when your chance of hitting is good (or chance of the target failing a save is good), other spells will simply outperform it. Plus the benefit of guiding bolt isn't just in the immediate damage it deals (which can be higher with any decent chance to hit) but in the advantage it gives to the next attack, because that's even more damage being dealt by it.
Good argument for magic missile. I disagree about the Spell radiuses, a 20 ft sphere is much better if you consider careful spell. And the damage type can be changed with transmuted.
Back in the 3.5 days as a kid, we used to scour through every pdf we could find outlining different classes/races etc. One that always stuck out to me was Blood Magus
I have no clue what the source material was, but I recall that the Blood Magus is fairly self-explanatory. Sorcerer uses blood as their sole spell component and means of learning spells, etc. It's been a while and I can't recall everything, but at lvl 10 Blood Magus (after the prerequisite sorcerer lvls), the player can 'teleport' between creatures/people via blood. Yep. If there's an open wound, they can literally jump in, and then jump out through someone else's would while doing a bit of damage in the process (because why not).
It would be amazing to see this super messed-up subclass adapted for 5e.
You may be interested in the Blood Hunter class, it is classed as "partnered content" so while not official it has the approval of WOTC so up to your dm whether to accept it.
There's also a tonne of homebrew takes on blood mages, I've got one of my own though I haven't had a lot of time to playtest it so I'm still calling it a work in progress. Never thought of doing a "teleport via wounds" though, that sounds suitably horricool!
Wild Magic Sorcerers are really fun to play, albeit a little underpowered. Lunar Sorcery Is actually really interesting, and quite good in terms of both mechanics and flavor. My personal favorite is probably the Aberrant Mind Sorcerer, almost entirely just because of how cool their 14th level feature is. A UA subclass that's been brought up is Phoenix Sorcerer, which I think is serviceable in both areas. Sorcerers have a couple really bland subclasses, like Storm Sorcery and Draconic Sorcery, but I'd say a majority, including the newer one from Dragonlance, hold up in flavor and power.
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And there in lies my point. It’s more about how you feel about the class than the mechanics of the class. Divine soul can be very powerful, but it feels off because it’s not blasting, draconic doesn’t have the extra spells but it does have the AC boost making it great for Gishes, etc. it’s really more about your style of play than the mechanics of the class/subclass that determines “best” for each player.
Wisea$$ DM and Player since 1979.
What I would say is that while Divine Soul is fantastic for a support build, you're not limited to one; you only need one or two healing spells at time to make the most of empowered healing, after that you've got a sorcerer with access to all of the cleric spells, one of which is guiding bolt which is great for a tier 1 blaster (and pairs nicely with Distant, Quickened or Twinned Spell Metamagics). You can absolutely build a blaster with it while still getting a fair bit of value from the cleric list (Quickened Bless alone makes me prefer Divine Soul to a Cleric, and you can pop it onto yourself to help with concentration and attacks). It's also really good as a multi-class for building more of a gish (fighter/mage) build if you combine it with Fighter or maybe even Paladin.
That said, I object to the idea that twinned haste isn't amazing for the caster; first of all, you can be one of those targets if you want, but even if you're not, the extra damage that your allies inflict (or avoid) thanks to the spell is damage that you've inflicted or prevented. This is just a mindset you need to get into when playing a Bard or any caster focused on buff/debuff/control, because these are some of the most powerful builds in the game, and will often result in more damage than even optimised blasters can (unless you've nobody in the party to do damage of course). Combo abilities are my favourite thing in D&D because just attacking and doing damage is boring IMO; combining that with what someone else is doing, or being that support for an epic killing blow or clutch turning point in a tough fight is the stuff I remember most fondly in my games.
Also I really like to be able to say stuff like "without me, you are nothing". 😉
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
Subclasses rated based on power:
aberrant mind: 9/10
lunar sorcery: 8/10
clockwork soul: 7/10
shadow magic: 7/10
divine soul: 6.5/10
draconic bloodline: 6/10
wild magic: 5/10
storm sorcery: 2.5/10
Fair enough regarding the 'can't target yourself'. I do feel you get more milage out of slapping it on melee fighters, but that's an argument for number crunchers, not me. But the point I was trying to get across is that the really potent stuff a sorc can do is stuff that enables your team, in general, to function at a much higher level with your own power being improved not as much. Like, twinning a holy weapon on the melee fighters can easily result in something like an extra 4-8d8 damage being dealt per turn with an at-will nova effect if you need it; but it's very unlikely that you, as the sorc, will be dealing that damage. As I've said elsewhere, it's like looking at your spell list like a toolbox. A hammer (damage) is useful, but if all you have is hammers, you'd be pretty terrible. Better to have a hammer, screwdriver, drill, wrench, etc. which, in this analogy, would be things like healing, support, debuffing, polymorph, and the like, than just ten different hammers.
Wait, how is the divine soul spell list more limited than other subclasses if they can select from both sorcerer and cleric spells? I'm thinking of running one, so want to make sure I'm not making a bad choice. Will probably go with autognome as a race and either astral drifter as a background (for extra cantrips like mend to self-heal and maybe an extra guiding bolt), or wildspacer for the HP..
Food, Scifi/fantasy, anime, DND 5E/RPG geek.
Divine soul is a good utility and support subclass. The features, other than the level 1 favored by the gods feature and 14 feature which are awesome, are not as powerful as some of the features from the other subclasses, but the subclass has a lot of versatility and really expands on the sorcerer’s core functions.
It's not limited to support/utility; the cleric spell list actually has a few fun damage spells like guiding bolt for a blaster (you can twin it for two targets, or quicken to benefit from the advantage on your own turn) and some short-range options like inflict wounds, spiritual weapon, spirit guardians, spirit shroud etc. (you'll get more out of these if you pick up some feats or multi-class to boost toughness), at higher levels you've also got some nasty stuff like flame strike, blade barrier and harm.
You don't need to take many healing spells to make the most of empowered healing, and if you're good aligned you can get cure wounds for free. That said, quickened bless is fantastic so you're probably going to want at least some support.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
All the damage spells are worse than magic missile unless you spend several sorcery points to twin them. Spirit shroud is trash, as is flame strike. And harm is worse than disintegrate.
Magic missile does an average of 10 damage (16 maximum) at 1st-level, guiding bolt does 14 on average (24 maximum) on a hit, or 28 average (48 maximum) on a critical hit, and that's on top of granting advantage to the next attack roll (which, as I said, can be your own if you quickened it).
While spirit shroud is at its best on a bladesinger, paladin, or warlock that can make multiple attacks, the main benefit of the spell isn't just the damage, it's the inability to heal; you can do the same thing with chill touch, but its damage is limited. Spirit shroud + inflict wounds will deal a lot of damage on a hit, and prevent healing. This is a similar benefit to harm which reduces a creature's hit-point maximum (so also prevents some healing for a full hour). For flame strike people always fall into the trap of comparing it to fireball, but fireball is a difficult spell to actually cast effectively unless your enemies stay at range; flame strike by comparison is a lot more surgical, can actually bypass cover that fireball can't, and being two damage types makes it highly unlikely an unknown enemy will be resistant and/or immune to both.
You mention spending sorcery points like it's a criticism, but using Metamagic with cleric spells is the major strength of a Divine Soul, and why I prefer it to cleric for many builds. Quickening spells that normally take your entire turn is a major benefit, and twinning them essentially double-casts them cheaply.
My entire point is there are a whole bunch of things you can do with Divine Soul, saying it's only for support/utility is doing it a major disservice because the sub-class has no features that require you to limit yourself to that role; nab cure wounds for free and take bless and you're already seeing major benefits from Divine Soul even if you pick literally no other cleric spells.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
flame strike is not a good spell if you compare it to fireball(yes it is a good benchmark). 2 different damage types and better range is not a good trade for 2 slot levels higher. As for magic missile and guiding bolt, magic missile automatically hits, and guiding bolt is an attack. The expected damage for guiding bolt is less than magic missile. Inflict wounds does more expected damage, but it’s touch range, and a squishy sorcerer shouldn’t be walking into melee like that. Magic missile has a range of 120 feet and doesn’t care about enemies with really high AC.
This is true. However, I still stand by my earlier statement that most of the features they get aren’t as powerful as the ones other subclasses get.
Range isn't always up to the players (you can't assume you'll only ever get encounters where you can safely blast from 120+ feet away without any collateral damage). This is why a spell having a wider radius can actually be a bad thing when it comes to positioning. I make the same argument when comparing meteor swarm to psychic scream as a 9th-level damage pick; the former has superior damage in the most ideal cases (enemies are far enough away you can just nuke them to your heart's content) but in any other situation synaptic static is more likely to be a spell you can actually use.
Fireball is in the same situation compared to flame strike, as a 20 foot sphere (40 feet across) is a lot harder to place than a 10 foot cylinder (20 feet across). Plus two different damage types shouldn't be underestimated; it eliminates the need for two different damage type spells, which on sorcerers with limited spell choices isn't a bad thing, and again it makes it less likely to lose damage against an enemy whose resistances you don't know. It also interacts interestingly with empowered spell, because you can choose which damage dice to re-roll.
I'm not trying to say magic missile is a bad spell but you're over-estimating its value; it's a spell that's best used when your chance to hit is poor, because its dependable. However when your chance of hitting is good (or chance of the target failing a save is good), other spells will simply outperform it. Plus the benefit of guiding bolt isn't just in the immediate damage it deals (which can be higher with any decent chance to hit) but in the advantage it gives to the next attack, because that's even more damage being dealt by it.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
Good argument for magic missile. I disagree about the Spell radiuses, a 20 ft sphere is much better if you consider careful spell. And the damage type can be changed with transmuted.
Can we just agree that divine soul is a strong and versatile subclass and stop arguing. #peacecleric
Okay, hear me out ~
Back in the 3.5 days as a kid, we used to scour through every pdf we could find outlining different classes/races etc. One that always stuck out to me was Blood Magus
I have no clue what the source material was, but I recall that the Blood Magus is fairly self-explanatory. Sorcerer uses blood as their sole spell component and means of learning spells, etc. It's been a while and I can't recall everything, but at lvl 10 Blood Magus (after the prerequisite sorcerer lvls), the player can 'teleport' between creatures/people via blood. Yep. If there's an open wound, they can literally jump in, and then jump out through someone else's would while doing a bit of damage in the process (because why not).
It would be amazing to see this super messed-up subclass adapted for 5e.
You may be interested in the Blood Hunter class, it is classed as "partnered content" so while not official it has the approval of WOTC so up to your dm whether to accept it.
There's also a tonne of homebrew takes on blood mages, I've got one of my own though I haven't had a lot of time to playtest it so I'm still calling it a work in progress. Never thought of doing a "teleport via wounds" though, that sounds suitably horricool!
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
Wild Magic Sorcerers are really fun to play, albeit a little underpowered. Lunar Sorcery Is actually really interesting, and quite good in terms of both mechanics and flavor. My personal favorite is probably the Aberrant Mind Sorcerer, almost entirely just because of how cool their 14th level feature is. A UA subclass that's been brought up is Phoenix Sorcerer, which I think is serviceable in both areas. Sorcerers have a couple really bland subclasses, like Storm Sorcery and Draconic Sorcery, but I'd say a majority, including the newer one from Dragonlance, hold up in flavor and power.