Hi all, I just want to preface this by saying I do not play casters often and was wondering if you could help me with my spell choices. My character is a divine soul sorcerer, level 3 with what I believe has 4 cantrips and 4 spells known (please correct me if I’m wrong). The backstory goes that my character was born on a sort of harvest festival of growth and fertility in a small town and since birth had healing and husbandry magic. He would work as a farmer before leaving to use his magic for good. I would preferably like earth/plant related spells to fit in with the theme but I would like a strong focus on the healing aspect (I know this is a lot to ask for a couple of spells known, but I’m also willing to hear any tips for the level progression as well!) I was thinking Maximilians Earthen Grasp for one of my choices, is it worth it? Tips on which meta magic options? So many questions, so I’m sorry to bombard. I figured the people on this forum would provide the best info. Any help is appreciated!
Thaumaturgy has some nature effects (flames, tremors). Decompose has the dead body decompose and sprout moss or fungus. Create and destroy water. Purify food or drink. Create food and water. Water walk. Insect plague. Control water. Earthquake. Plus, all the healing and restoration and cure spells and revivify.
Maybe get the feat Magic initiate with druid spells at lev 4 for druidcraft and animal or elemental type options, etc. Or a variant human could have this at level one.
You didn't mention your race. Forest gnome gets talk with small beasts. Filbolg gets Speech of Beast and Leaf. Genasi each have abilities related to their element (example: merge with stone and earthwalk for Earth Genasi). Yuan-ti controls snakes but probably not a good fit for you based on what you are asking.
I really like these ideas, purify food and drink seems great for my character yet I’m not sure if I could fit it into my small number of spells known and still be versatile. I think that either firbolg or earth genasi would fit very well with my character idea and as you said they get innate spellcasting which can help solve my spells known problem. I am worrying about my versatility as a sorcerer spells wise, yet once I ask who my friends in my party are playing I could focus on power or themes accordingly. Thank you very much!
I was thinking Maximilians Earthen Grasp for one of my choices, is it worth it
That's a spell that gets dismissed as "non-optimal", but it does have some niche uses if you're looking for ways to end a combat non-lethally
As a sorc you can also do the neat trick of using it twice in a turn by Quickening it and then using your action on that turn for the second usage, whether it's to try and grab another target if the first one makes its saving throw, or squeeze for extra damage
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I actually really like maximilian's earthen grasp; the damage isn't amazing but that's not why you get it. Once a target is restrained all attacks against it have advantage and it has disadvantage on dexterity saving throws, since the hand doesn't take damage your party can just go all out against that target, making this a pretty big force multiplier.
People will compare it to hold person, and while a target being paralyzed is even stronger (automatic critical hits within 5 feet, target can't do anything at all with its turn), earthen grasp has a number of important differences to recommend it:
Earthen grasp works on any target, not just humanoids. It isn't even limited by size as similar effects are.
If the target succeeds on the saving throw you can try again on later turns without having to re-cast the spell.
If the target dies or is otherwise no longer a priority, you can choose a different target (again without recasting).
While the damage isn't great, it does do damage.
So personally I really like it, and if it fits your theme better then absolutely go for it. The fact you can re-try/re-target means it's solid value for a single spell slot, which is what you want (especially if you had to break concentration on something else to cast it, don't want that to be a total waste). Also on a sorcerer once it's active you can use quickened spell to still do something else on turns when you're using the action to crush/grab.
My main criticism of the spell is that it has no upcasting; it doesn't exactly do huge damage in the first place so I don't think an extra d6 per slot level would be overpowered, especially compared to heat metal which is a fantastic spell against targets with metal on them and does scale. The main reason I don't often take it is because it doesn't usually fit the theme of a build; I tend to go all-in on a theme, especially with sorcerers, and haven't really tried to build a geomancer (yet) – only a matter of time though…
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.
Thanks for helping clear up that spell for me, I loved the idea yet worried it wouldn’t be that amazing but I see it’s benefits now. I really like the quickened spell combo so I’m sure I’ll be picking that metamagic option up. Thanks a bunch!
In terms of meta-magic: Twinned and Quickened are your two best choices. Twinned will let you pick up a second target for your spells which is utterly invaluable (though they're going to heavily nerf it in 1DD) and quickened will alleviate a lot of pressure on your action economy. Subtle is more useful than it first seems since it means you can cast while silenced/restrained, but can't be counter-spelled unless it has a material component. Beyond that it's largely up to you. Transmuted may be able to help you stay 'on-brand', but not only can you not stack it with other MM, it won't actually help most of the time. It doesn't matter if your firebolt deals 1d10 fire or 1d10 cold or w/e, it's still 1d10. Very useful when fighting foes who have a resistance or vulnerability, but very useless when not. Seeking is a good choice as it's an auto-advantage that not only stacks with other MM, but you don't have to use unless you miss. Careful is, currently, kind of pointless since you can also just aim better; but it might be useful if you insist on huge AoE's where you can't really do that. Distant is kinda meh since, most of the time, range is a non-issue. It does have uses, but don't be surprised if you go entire sessions without seeing them. Empowered's always a decent choice since it's cheap and doesn't conflict with other MM; but at the end of the day all it's doing is damage. Extended has the problem of most spells simply not getting extended long enough to actually matter. It has some uses to be sure (extended mage armor is basically all-day mage armor), but most of the time any spell you could extend already lasts long enough. Heightened is... 3 sorc points is a lot to ask just to give a foe disadvantage on a save. You're probably not even casting a spell unless you're expecting the foe to save or expecting the odds to already be in your favor. Not useless, but not great either.
IMO: Pick twinned and quickened as your base then pick subtle and one other that fits for your next two. If you can pick up MM mastery for the extra points and options; but don't kill yourself if you feel you don't need it.
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Hi all, I just want to preface this by saying I do not play casters often and was wondering if you could help me with my spell choices. My character is a divine soul sorcerer, level 3 with what I believe has 4 cantrips and 4 spells known (please correct me if I’m wrong). The backstory goes that my character was born on a sort of harvest festival of growth and fertility in a small town and since birth had healing and husbandry magic. He would work as a farmer before leaving to use his magic for good. I would preferably like earth/plant related spells to fit in with the theme but I would like a strong focus on the healing aspect (I know this is a lot to ask for a couple of spells known, but I’m also willing to hear any tips for the level progression as well!) I was thinking Maximilians Earthen Grasp for one of my choices, is it worth it? Tips on which meta magic options? So many questions, so I’m sorry to bombard. I figured the people on this forum would provide the best info. Any help is appreciated!
Thaumaturgy has some nature effects (flames, tremors). Decompose has the dead body decompose and sprout moss or fungus. Create and destroy water. Purify food or drink. Create food and water. Water walk. Insect plague. Control water. Earthquake. Plus, all the healing and restoration and cure spells and revivify.
Maybe get the feat Magic initiate with druid spells at lev 4 for druidcraft and animal or elemental type options, etc. Or a variant human could have this at level one.
You didn't mention your race. Forest gnome gets talk with small beasts. Filbolg gets Speech of Beast and Leaf. Genasi each have abilities related to their element (example: merge with stone and earthwalk for Earth Genasi). Yuan-ti controls snakes but probably not a good fit for you based on what you are asking.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
I really like these ideas, purify food and drink seems great for my character yet I’m not sure if I could fit it into my small number of spells known and still be versatile. I think that either firbolg or earth genasi would fit very well with my character idea and as you said they get innate spellcasting which can help solve my spells known problem. I am worrying about my versatility as a sorcerer spells wise, yet once I ask who my friends in my party are playing I could focus on power or themes accordingly. Thank you very much!
That's a spell that gets dismissed as "non-optimal", but it does have some niche uses if you're looking for ways to end a combat non-lethally
As a sorc you can also do the neat trick of using it twice in a turn by Quickening it and then using your action on that turn for the second usage, whether it's to try and grab another target if the first one makes its saving throw, or squeeze for extra damage
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I actually really like maximilian's earthen grasp; the damage isn't amazing but that's not why you get it. Once a target is restrained all attacks against it have advantage and it has disadvantage on dexterity saving throws, since the hand doesn't take damage your party can just go all out against that target, making this a pretty big force multiplier.
People will compare it to hold person, and while a target being paralyzed is even stronger (automatic critical hits within 5 feet, target can't do anything at all with its turn), earthen grasp has a number of important differences to recommend it:
So personally I really like it, and if it fits your theme better then absolutely go for it. The fact you can re-try/re-target means it's solid value for a single spell slot, which is what you want (especially if you had to break concentration on something else to cast it, don't want that to be a total waste). Also on a sorcerer once it's active you can use quickened spell to still do something else on turns when you're using the action to crush/grab.
My main criticism of the spell is that it has no upcasting; it doesn't exactly do huge damage in the first place so I don't think an extra d6 per slot level would be overpowered, especially compared to heat metal which is a fantastic spell against targets with metal on them and does scale. The main reason I don't often take it is because it doesn't usually fit the theme of a build; I tend to go all-in on a theme, especially with sorcerers, and haven't really tried to build a geomancer (yet) – only a matter of time though…
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.
Thanks for helping clear up that spell for me, I loved the idea yet worried it wouldn’t be that amazing but I see it’s benefits now. I really like the quickened spell combo so I’m sure I’ll be picking that metamagic option up. Thanks a bunch!
In terms of meta-magic: Twinned and Quickened are your two best choices. Twinned will let you pick up a second target for your spells which is utterly invaluable (though they're going to heavily nerf it in 1DD) and quickened will alleviate a lot of pressure on your action economy. Subtle is more useful than it first seems since it means you can cast while silenced/restrained, but can't be counter-spelled unless it has a material component. Beyond that it's largely up to you. Transmuted may be able to help you stay 'on-brand', but not only can you not stack it with other MM, it won't actually help most of the time. It doesn't matter if your firebolt deals 1d10 fire or 1d10 cold or w/e, it's still 1d10. Very useful when fighting foes who have a resistance or vulnerability, but very useless when not. Seeking is a good choice as it's an auto-advantage that not only stacks with other MM, but you don't have to use unless you miss. Careful is, currently, kind of pointless since you can also just aim better; but it might be useful if you insist on huge AoE's where you can't really do that. Distant is kinda meh since, most of the time, range is a non-issue. It does have uses, but don't be surprised if you go entire sessions without seeing them. Empowered's always a decent choice since it's cheap and doesn't conflict with other MM; but at the end of the day all it's doing is damage. Extended has the problem of most spells simply not getting extended long enough to actually matter. It has some uses to be sure (extended mage armor is basically all-day mage armor), but most of the time any spell you could extend already lasts long enough. Heightened is... 3 sorc points is a lot to ask just to give a foe disadvantage on a save. You're probably not even casting a spell unless you're expecting the foe to save or expecting the odds to already be in your favor. Not useless, but not great either.
IMO: Pick twinned and quickened as your base then pick subtle and one other that fits for your next two. If you can pick up MM mastery for the extra points and options; but don't kill yourself if you feel you don't need it.