Ok so I'm playing a Divine Soul starting level 9. plan is to just go straight Sorc all the way to 20. The idea is a support mostly with some light attacking potential but hes not a blaster.
I am an optimizer. I take an idea and want to get the most out of it. i love having my character being the best they can be, it brings me joy. Odds are we will never get to level 20 but i like to plan ahead for it just in case
The race i'm using is the Protector Aasimar, theres a few things that are almost 100% needed for me. I want Fey touched to get a few extra spells, I want Metamagic Adept as theres 6 I want all up.
Now for starter stats im torn between 3 ideas.
starting 16 Con - this results in 14 dex and 10 Wis
Starting 16 dex - This results in 14 Con and 10 wis
going 14 in dex and 14 in Con and pumping my Wis to 12 for a slightly higher save and putting my Int to 10
They all have pros and cons and wondering what people think
Now id obviously start 15 in Cha and the +2 there for a start of 17 and at lvl 4 id take Fey touched to pump it to 18 (id probably take bless to free up a slot, or maybe command). Then lvl 8 i think id want to max out Cha. Lvl 12 id take Metamagic Adept
For the last 2 ASI I'm not sure. I like the idea of taking Alert, I like the idea of taking Lucky, I like the idea of taking Warcaster,
What do people think would be the best feats to take?
One weakness that you might want to address is your AC or lack thereof. Being a Divine Soul Sorcerer you have access to one of the best Cleric spells in the game in Spiritual Guardians, however your fairly low AC makes getting in close to use it a very risky prospect. If you are not adverse to multiclassing I would actually suggest 1 level of Cleric to get some armor proficiencies and use of a shield. This route also gets you more cantrips to play with meaning you can afford to take some of the more fringe but very fun ones like Prestidigitation and Mending. And you don't have to use your Sorcerer spell picks on must take spells like Bless.
If you do go this route the Ability Scores I suggest are STR 8 DEX 14 CON 14 INT 8 WIS 13 (12+1) CHA 17 (15+2).
In terms of feats I do recommend Warcaster and Metamagic Adept and for your last pick I would suggest the humble Resilient (WIS) to round up your odd WIS score.
i dont really like the idea of multiclassing until VERY late quite simply because I find that each level of spells you gain is such a huge power boost that even delaying it a level feels like a big hit.
I don't dislike your idea of taking Warcaster and RES:Wis with the 14s though. I do plan to take shield so id end up with a 17 with that. NOt great but I don't really want to be close too often. I would take Spiritual Guardians of course but its more of a "well im here and screwed now" over anything else.
True the 1 level delay in spell progression does suck big time, but I feel for a character like this the benefits outweigh it. Lets talk about the benefits more in depth. For 1 level of Cleric you get:
- an AC of 19 (24 with the Shield spell)
- a nifty Cleric ability (notable examples include Life and Order Domains)
- you no longer need to learn Mage Armor or Bless with your Sorcerer picks
- you can more reliably use Spirit Guardians
- MORE cantrips (you can never have too many cantrips lol)
Furthermore the Cleric level does not impact your spell slots progression so even though you may not get 5th level spells at level 9 you will get the spell slot to up cast things like Spirit Guardians.
I'm inclined to agree with TheLonelyMagi; Sorcerers don't actually get all that many spell picks, so having to take and use Mage Armor will limit your choices and burn spell slots.
Being a level behind also doesn't impact your progression super hard; while you won't be able to learn higher level spells at the same time as another full caster (if you even have one in your party), you'll still get the spell slots so you can still upcast lower level spells, or burn the higher level slots (up to 5th) for the sorcery points.
Multiclassing gives you more cantrips, and more lower level spells known, not to mention you get Cleric Domain features from 1st level; there are a few good ones depending upon what you want. War Cleric for example can get you heavy armour if you don't want to focus too much on Dexterity, plus martial weapons if you want to hit stuff, with War Priest (per long rest bonus action attacks) to help with the latter, good for combining with Holy Weapon or Shadow Blade. Light domain is another favourite of mine for a quick dip, as you get Light (even more cantrips!) plus Warding Flare which is a really nice defensive ability. Order as TheLonelyMagi mentions is another good pick (also has heavy armour proficiency, bonus skill proficiency, and the ability to grant allies an extra attack when you cast spells on them).
The only real drawback of multiclassing is you'll get your Ability Score Increases a level after everyone else (at least, everyone else that didn't also multiclass), but it's wrong to think of that as losing progress (same as with the high level spells known), as you're just progressing in a different way, and you can get a lot out of small Cleric dips.
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I have played a Divine Soul without multi classing. My AC was a whopping 11. She was more of a blaster than a healer because we had a cleric and a bard but I see where you are going. YMMV depending on your DM, party composition and the campaign being run.
At early levels having mage armor was great but by level 9 the monsters were hitting hard so I dropped it and kept shield. As it is a reaction you only have to cast it if the hit is below your AC + shield which didn't happen a lot, for me lol. Whenever possible I stayed behind cover as that increased my AC without having to cast a spell. Once I got Greater Invisibility, I would Quicken it and cast a cantrip then spend most of the rest of combat casting spells using Subtle while invisible. By level 10 I was canniblizing 1st level spells for sorcery points.
If your plan is to only do light damage and do more healing I suggest you make sure you are not in melee range at all. Sorcerers are glass cannons and not frontliners unless you take dips in a class that gives you armor proficiency. Extend spell will let you heal without getting too close.
I would take metamagic adept first. Fey touched is nice for the extra spells but not as necessary as you might think. No matter how many spells you have, you only have a fixed number of spell slots unless you choose to use your sorcery points to create new ones. I never do (and I play sorcerers most of the time) but that's my personal preference. Cantrips scale and while you aren't going to get the same amount of damage from firebolt as fireball, you get more cantrips than anyone else so take advantage. Also Spiritual Weapon plus Toll the Dead can be very effective. Spiritual Weapon is useful since once it's up you can cast leveled spells and use it as a bonus action.
I used Spirit Guardians one time to protect the party. It's a great spell but even our cleric who loved being in melee range never bothered to use it. Take Sunbeam when you can.
If other party members have good utility spells don't worry if you don't have them. You aren't a wizard and sorcerers shouldn't try to play like ones.
You didn't mention what your Charisma score is. It's your primary stat and it is important to pump that up as it affects your attack rolls and spell save DC. I never bothered with War Caster because sorcerers are proficient in CON saves. I've got an Aberrant Mind now (also not multi classed) and haven't needed it. However, clerics have a lot of concentration spells so it's not a bad idea for you. Alert is good as it allows you to get off some powerful magic before the tank gets in front of you but may not be worth it if your spell save DC is low.
As I said YMMV. A lot of people take dips and find it effective but I thought I'd throw in my two coppers since I've played a lot of sorcerers without taking those dips and been fine.
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Ok so I'm playing a Divine Soul starting level 9. plan is to just go straight Sorc all the way to 20. The idea is a support mostly with some light attacking potential but hes not a blaster.
I am an optimizer. I take an idea and want to get the most out of it. i love having my character being the best they can be, it brings me joy. Odds are we will never get to level 20 but i like to plan ahead for it just in case
The race i'm using is the Protector Aasimar, theres a few things that are almost 100% needed for me. I want Fey touched to get a few extra spells, I want Metamagic Adept as theres 6 I want all up.
Now for starter stats im torn between 3 ideas.
starting 16 Con - this results in 14 dex and 10 Wis
Starting 16 dex - This results in 14 Con and 10 wis
going 14 in dex and 14 in Con and pumping my Wis to 12 for a slightly higher save and putting my Int to 10
They all have pros and cons and wondering what people think
Now id obviously start 15 in Cha and the +2 there for a start of 17 and at lvl 4 id take Fey touched to pump it to 18 (id probably take bless to free up a slot, or maybe command). Then lvl 8 i think id want to max out Cha. Lvl 12 id take Metamagic Adept
For the last 2 ASI I'm not sure. I like the idea of taking Alert, I like the idea of taking Lucky, I like the idea of taking Warcaster,
What do people think would be the best feats to take?
any help is appreciated
One weakness that you might want to address is your AC or lack thereof. Being a Divine Soul Sorcerer you have access to one of the best Cleric spells in the game in Spiritual Guardians, however your fairly low AC makes getting in close to use it a very risky prospect. If you are not adverse to multiclassing I would actually suggest 1 level of Cleric to get some armor proficiencies and use of a shield. This route also gets you more cantrips to play with meaning you can afford to take some of the more fringe but very fun ones like Prestidigitation and Mending. And you don't have to use your Sorcerer spell picks on must take spells like Bless.
If you do go this route the Ability Scores I suggest are STR 8 DEX 14 CON 14 INT 8 WIS 13 (12+1) CHA 17 (15+2).
In terms of feats I do recommend Warcaster and Metamagic Adept and for your last pick I would suggest the humble Resilient (WIS) to round up your odd WIS score.
i dont really like the idea of multiclassing until VERY late quite simply because I find that each level of spells you gain is such a huge power boost that even delaying it a level feels like a big hit.
I don't dislike your idea of taking Warcaster and RES:Wis with the 14s though. I do plan to take shield so id end up with a 17 with that. NOt great but I don't really want to be close too often. I would take Spiritual Guardians of course but its more of a "well im here and screwed now" over anything else.
True the 1 level delay in spell progression does suck big time, but I feel for a character like this the benefits outweigh it. Lets talk about the benefits more in depth. For 1 level of Cleric you get:
- an AC of 19 (24 with the Shield spell)
- a nifty Cleric ability (notable examples include Life and Order Domains)
- you no longer need to learn Mage Armor or Bless with your Sorcerer picks
- you can more reliably use Spirit Guardians
- MORE cantrips (you can never have too many cantrips lol)
Furthermore the Cleric level does not impact your spell slots progression so even though you may not get 5th level spells at level 9 you will get the spell slot to up cast things like Spirit Guardians.
I'm inclined to agree with TheLonelyMagi; Sorcerers don't actually get all that many spell picks, so having to take and use Mage Armor will limit your choices and burn spell slots.
Being a level behind also doesn't impact your progression super hard; while you won't be able to learn higher level spells at the same time as another full caster (if you even have one in your party), you'll still get the spell slots so you can still upcast lower level spells, or burn the higher level slots (up to 5th) for the sorcery points.
Multiclassing gives you more cantrips, and more lower level spells known, not to mention you get Cleric Domain features from 1st level; there are a few good ones depending upon what you want. War Cleric for example can get you heavy armour if you don't want to focus too much on Dexterity, plus martial weapons if you want to hit stuff, with War Priest (per long rest bonus action attacks) to help with the latter, good for combining with Holy Weapon or Shadow Blade. Light domain is another favourite of mine for a quick dip, as you get Light (even more cantrips!) plus Warding Flare which is a really nice defensive ability. Order as TheLonelyMagi mentions is another good pick (also has heavy armour proficiency, bonus skill proficiency, and the ability to grant allies an extra attack when you cast spells on them).
The only real drawback of multiclassing is you'll get your Ability Score Increases a level after everyone else (at least, everyone else that didn't also multiclass), but it's wrong to think of that as losing progress (same as with the high level spells known), as you're just progressing in a different way, and you can get a lot out of small Cleric dips.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I have played a Divine Soul without multi classing. My AC was a whopping 11. She was more of a blaster than a healer because we had a cleric and a bard but I see where you are going. YMMV depending on your DM, party composition and the campaign being run.
At early levels having mage armor was great but by level 9 the monsters were hitting hard so I dropped it and kept shield. As it is a reaction you only have to cast it if the hit is below your AC + shield which didn't happen a lot, for me lol. Whenever possible I stayed behind cover as that increased my AC without having to cast a spell. Once I got Greater Invisibility, I would Quicken it and cast a cantrip then spend most of the rest of combat casting spells using Subtle while invisible. By level 10 I was canniblizing 1st level spells for sorcery points.
If your plan is to only do light damage and do more healing I suggest you make sure you are not in melee range at all. Sorcerers are glass cannons and not frontliners unless you take dips in a class that gives you armor proficiency. Extend spell will let you heal without getting too close.
I would take metamagic adept first. Fey touched is nice for the extra spells but not as necessary as you might think. No matter how many spells you have, you only have a fixed number of spell slots unless you choose to use your sorcery points to create new ones. I never do (and I play sorcerers most of the time) but that's my personal preference. Cantrips scale and while you aren't going to get the same amount of damage from firebolt as fireball, you get more cantrips than anyone else so take advantage. Also Spiritual Weapon plus Toll the Dead can be very effective. Spiritual Weapon is useful since once it's up you can cast leveled spells and use it as a bonus action.
I used Spirit Guardians one time to protect the party. It's a great spell but even our cleric who loved being in melee range never bothered to use it. Take Sunbeam when you can.
If other party members have good utility spells don't worry if you don't have them. You aren't a wizard and sorcerers shouldn't try to play like ones.
You didn't mention what your Charisma score is. It's your primary stat and it is important to pump that up as it affects your attack rolls and spell save DC. I never bothered with War Caster because sorcerers are proficient in CON saves. I've got an Aberrant Mind now (also not multi classed) and haven't needed it. However, clerics have a lot of concentration spells so it's not a bad idea for you. Alert is good as it allows you to get off some powerful magic before the tank gets in front of you but may not be worth it if your spell save DC is low.
As I said YMMV. A lot of people take dips and find it effective but I thought I'd throw in my two coppers since I've played a lot of sorcerers without taking those dips and been fine.