I am playing a new campaign for the subject module, and while we have a decent sized party most of the people are new and they are going to play barbarians. I love Sorcerers so I wanted to play one, but I feel like I need to metagame a little here to ensure that I can keep everyone alive.
I'm assuming a Divine soul is sort of the go-to here but does anyone else have any suggestions?
You'll be facing a lot of demons, devils, and yugoloths, so you'll encounter elemental resistance very frequently, as well as spell resistance. Devils are immune to fire and resistant to cold. Lightning is good against them. Demons resist lightning, cold, and fire. Yugoloths are like demons but also are immune to acid. Poison is terrible all around. Nothing is immune to thunder, though. Transmute Spell metamagic or the Elemental Adept feat might be worth considering. Also, for damaging cantrips, consider cantrips which use attack rolls rather than impose saves, since most of your enemies will have advantage on saves. If you're lucky, your DM might let you homebrew a cantrip, but otherwise I'd suggest having multiple damage types at your disposal, in addition to your utility spells.
As for subclass, I would avoid Shadow Sorcerer, as devils without exception can see through magical darkness. Otherwise, they all have something to offer. If you go for Divine Soul, Spiritual Weapon is a good spell.
I'm playing an aberrant mind in Avernus now. Taking a 2 level warlock dip is helpful if you want to be able to reliably dish out damage as many of the monsters are resistant/immune to a lot. Devils have magic resistance which makes control spells tougher. Support and utility spells get around all that and with twin spell you'll be really good at it. Divine soul gives access to all those nice cleric buffs, but aberrant and clockwork give a much larger number of spells you get access to making support/utility much more flexible and rounded.
If your party has lots of barbarians, they'll love bless and haste. Maybe even twin holy weapon at later levels.
General convention I would think is to go clockwork soul as you can replace the given spells with spells from transmutation or abjuration allowing you access to spells sorcerers normally couldn't get (or simply not needing to spend a known spell for acess to it like banishment). Also figure its a lvl 1-13 adventure, clockwork would end up knowing 23 spells instead of divine sorcerers 14. That's a giant jump that I don't think picking from the cleric list can overcome anymore. Divine was good when the other options didn't have a bunch of extra spells
Also being able to get rid of disadvantage or advantage is pretty dang nice.
I would try to get protection from good and evil. A Divine Soul and a clockwork can get this spell. If you go with another subclass, I would consider a 1-level dip in Warlock or in Cleric if you have the wisdom.
In terms of good spells, we got a lot of traction out of twinned haste and some out of polymporph. In the final battle we had a Bladesinger/Arcane Trickster who cast PGE and fireshield on herself and then got hasted by the sorcerer and she was insane.
If you have a party consisting mostly of Barbarians you might get more mileage out of a Cleric rather than a Sorcerer. In Avernus you run into a lot of demons and devils, and they like squishy characters like Sorcerers.
I'd take a High Elf (take the booming blade cantrip) Tempest Domain Cleric. At 9th level Tempest Domain gets the spell "destructive wave" which is a good AoE spell.
As a Cleric you can keep your teammates on their feet, and you can still bring the pain if you have to.
If you take the Urban Bounty Hunter background (Swordcoast Adventurer's Guide) you can also get the deception and persuasion proficiencies so your cleric can act as the face of the party.
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I am playing a new campaign for the subject module, and while we have a decent sized party most of the people are new and they are going to play barbarians. I love Sorcerers so I wanted to play one, but I feel like I need to metagame a little here to ensure that I can keep everyone alive.
I'm assuming a Divine soul is sort of the go-to here but does anyone else have any suggestions?
You'll be facing a lot of demons, devils, and yugoloths, so you'll encounter elemental resistance very frequently, as well as spell resistance. Devils are immune to fire and resistant to cold. Lightning is good against them. Demons resist lightning, cold, and fire. Yugoloths are like demons but also are immune to acid. Poison is terrible all around. Nothing is immune to thunder, though. Transmute Spell metamagic or the Elemental Adept feat might be worth considering. Also, for damaging cantrips, consider cantrips which use attack rolls rather than impose saves, since most of your enemies will have advantage on saves. If you're lucky, your DM might let you homebrew a cantrip, but otherwise I'd suggest having multiple damage types at your disposal, in addition to your utility spells.
As for subclass, I would avoid Shadow Sorcerer, as devils without exception can see through magical darkness. Otherwise, they all have something to offer. If you go for Divine Soul, Spiritual Weapon is a good spell.
I'm playing an aberrant mind in Avernus now. Taking a 2 level warlock dip is helpful if you want to be able to reliably dish out damage as many of the monsters are resistant/immune to a lot. Devils have magic resistance which makes control spells tougher. Support and utility spells get around all that and with twin spell you'll be really good at it. Divine soul gives access to all those nice cleric buffs, but aberrant and clockwork give a much larger number of spells you get access to making support/utility much more flexible and rounded.
If your party has lots of barbarians, they'll love bless and haste. Maybe even twin holy weapon at later levels.
General convention I would think is to go clockwork soul as you can replace the given spells with spells from transmutation or abjuration allowing you access to spells sorcerers normally couldn't get (or simply not needing to spend a known spell for acess to it like banishment). Also figure its a lvl 1-13 adventure, clockwork would end up knowing 23 spells instead of divine sorcerers 14. That's a giant jump that I don't think picking from the cleric list can overcome anymore. Divine was good when the other options didn't have a bunch of extra spells
Also being able to get rid of disadvantage or advantage is pretty dang nice.
The one we had in our campaign was a clockwork.
I would try to get protection from good and evil. A Divine Soul and a clockwork can get this spell. If you go with another subclass, I would consider a 1-level dip in Warlock or in Cleric if you have the wisdom.
In terms of good spells, we got a lot of traction out of twinned haste and some out of polymporph. In the final battle we had a Bladesinger/Arcane Trickster who cast PGE and fireshield on herself and then got hasted by the sorcerer and she was insane.
If you have a party consisting mostly of Barbarians you might get more mileage out of a Cleric rather than a Sorcerer. In Avernus you run into a lot of demons and devils, and they like squishy characters like Sorcerers.
I'd take a High Elf (take the booming blade cantrip) Tempest Domain Cleric. At 9th level Tempest Domain gets the spell "destructive wave" which is a good AoE spell.
As a Cleric you can keep your teammates on their feet, and you can still bring the pain if you have to.
If you take the Urban Bounty Hunter background (Swordcoast Adventurer's Guide) you can also get the deception and persuasion proficiencies so your cleric can act as the face of the party.