Its a mix up between Divine Soul and Wild Magic, but I'm going to have to go with Divine. Its the only sorcerous option that I feel actually makes your Sorcerer do different things and have features that actually go concurrent with the character your building. I've played every other Sorcerer at this point aside from the Shadow, and I've always felt that regardless of the Sub-Class, every sorcerer felt the same overall, and that isn't something I get from any other class in this game.
Draconic. While it may not be the strongest of the choices ability wise, it's fun thematically and characterwise. My first 5e character was a blue draconic sorcerer, and I had a blast with him. Even if fire is the best choice, it's still fun to play these sort of characters.
Divine soul. I like the flexibility that the cleric's spell list has to offer.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Wild Magic. It has weird abilities but there are so many possibilities story-wise.
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"Well met, adventurer. You seem like a curious sort who enjoys the finer things. Permit me to thrust upon you my latest masterwork, years in the making." Volothamp Geddarm
I love wild magic just for the surge table for the high-jinx. Make yourself older or younger, into a potted plant... Horrible in a serious campaign but so fun when you don't have to take things so seriously.
Shadow - the Hound of Ill Omen can literally make its target fail almost all saves - Summon the hound within 5ft of a meaty target, and cast a pretty much guaranteed Hold Person/Monster. Autocrit until death.
Alternatively, depending on initiative order of you, the hound and the target, make the spell Blindness/Deafness, the hound stays on the target, the target gets permanent blindness until death, we all get advantage to hits on the target, the target gets disadvantage to all it's attacks and no-one can be targeted with save spells. This method frees up your concentration for Hex, Divine Favor, Elemental Weapon, Hunters Mark etc.
Wild Magic makes it to much fun. The randomness is a great element, and the fact you can lose control of a situation, because I like characters that are usually weak.
I love Wild Magic from a flavor and mechanical perspective. You can nudge down your enemies close saves, you can boost the close saves, checks and attacks of you and your allies, the surge table is a lot of fun, and it's not implied that your grandma schtupped something weird.
Shadow offers the most for optimization & multi-classers.
Divine Soul offers the most versatility, and is the only one that really differentiates itself from all the other Sorcerous Origins.
Storm Sorcery looks like it would have a ton of potential, but ends up falling flat when you realize how restrictive it actually is.
Tempestuous Magic either shouldn't cast a bonus action (the core Sorcerer is already highly bonus action dependent), or shouldn't be limited to leveled spells.
Heart of the Storm is nowhere near as useful as it appears.
You have access to plenty of Lightning/Thunder elemental spells (unlike Tempest Cleric), but the actual effect of HotS is lackluster.
It only applies to creatures within 10 feet of you
The eligible spells that you'd normally cast when in melee/surrounded/near creatures are already AoEs that are likely to outright kill their targets, and if you're not in/near melee there's no benefit. Just a straight damage bonus to Thunder/Lightning, or for the effect to apply to creatures within 10ft of the spell's target would be much better.
Draconic Bloodline would benefit from expanded damage types being available, but is otherwise fine as is. It's just so dang Mary Sue.
Wild Magic looks fun & interesting, but is 100% dependent on how an individual DM will handle it at their table. Could be neat & fun with interesting moments, a complete nightmare, or like you have a Sorcerer without any subclass at all.
Giant Soul... is trash, and that breaks my heart. They totally botched the design of how Mark of Ordning & Soul of Lost Ostoria function.
Half of the Giant Types have decent Mark spells while the others are complete rubbish.
Half of the Giant Types have a decent Lost Ostoria ability while the others are complete rubbish.
Only Fire Giant has both a fully viable/good combination of Mark & Ostoria.
However, when you really think about it, what you end up with is still just a subpar version of Draconic Sorcerer (Fire).
Cloud Giant has some good utility Mark spells, but the Ostoria ability is rubbish.
If I'm about to be heavily obscured or straight up invisible, why do I care about a maximum 15 foot teleport that also uses my bonus action?! No thanks, I'll just walk.
Frost Giant is decent. Just decent, but at least there's no obvious shortcoming here.
Hill Giant is just straight up trash in every way.
Stone Giant looks like it has an awesome Ostoria... until you remember what Mark spells it triggers from.
I'm not wasting an action on @!#%ing Resistance to get that bonus AC. Come on.
Storm Giant is ironically better than a full Storm Sorcerer in some ways (Ostoria triggering off a Shocking Grasp cantrip), but falls flat in basically every other way.
My biggest complaint with Sorcerer in general is that all of the subclasses present like a bunch of people all playing the same Super Smash Bros character with different costume colors.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I prefer Wild Magic because it has pretty good abilities, like metamagic, and it is pretty fun to RP, and it can be pretty interesting. Backstories are also really fun. I play a homebrew wild magic subsubclass, elemental incident. I was really hoping to play this before I had started D&D, and I was really surprised to find such a perfect subclass to fit it.
The fact that you also get Spiritual Weapon, Thaumaturgy, Guidance, Sanctuary, Aid, Animate Dead, Bestow Curse, Magic Circle, Remove Curse, Revivfy, Speak with Dead, Spirit Guardians, Create Undead, Conjure Celestial, and Planar Binding, is sick.
Almost done.
And state why it is your favorite.
Its a mix up between Divine Soul and Wild Magic, but I'm going to have to go with Divine. Its the only sorcerous option that I feel actually makes your Sorcerer do different things and have features that actually go concurrent with the character your building. I've played every other Sorcerer at this point aside from the Shadow, and I've always felt that regardless of the Sub-Class, every sorcerer felt the same overall, and that isn't something I get from any other class in this game.
I really don't care a whole lot for any of the bloodlines. I picked Divine Soul because I like to add it to my Paladin builds.
If I were to play a sorcerer from 1st to 20th then I would consider Wild Magic. I dislike the randomness but I like the flavor.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
I like Shadow Magic take a variant human get the feat and 120 feet of darkvision = cheesed off DM lol
Draconic. While it may not be the strongest of the choices ability wise, it's fun thematically and characterwise. My first 5e character was a blue draconic sorcerer, and I had a blast with him. Even if fire is the best choice, it's still fun to play these sort of characters.
Divine soul. I like the flexibility that the cleric's spell list has to offer.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Wild Magic. It has weird abilities but there are so many possibilities story-wise.
"Well met, adventurer. You seem like a curious sort who enjoys the finer things. Permit me to thrust upon you my latest masterwork, years in the making." Volothamp Geddarm
Wild Magic. If your DM remembers the class features exist, it's awesome
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
I love wild magic just for the surge table for the high-jinx. Make yourself older or younger, into a potted plant... Horrible in a serious campaign but so fun when you don't have to take things so seriously.
Shadow - the Hound of Ill Omen can literally make its target fail almost all saves - Summon the hound within 5ft of a meaty target, and cast a pretty much guaranteed Hold Person/Monster. Autocrit until death.
Alternatively, depending on initiative order of you, the hound and the target, make the spell Blindness/Deafness, the hound stays on the target, the target gets permanent blindness until death, we all get advantage to hits on the target, the target gets disadvantage to all it's attacks and no-one can be targeted with save spells. This method frees up your concentration for Hex, Divine Favor, Elemental Weapon, Hunters Mark etc.
Wild Magic makes it to much fun. The randomness is a great element, and the fact you can lose control of a situation, because I like characters that are usually weak.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
I love Wild Magic from a flavor and mechanical perspective. You can nudge down your enemies close saves, you can boost the close saves, checks and attacks of you and your allies, the surge table is a lot of fun, and it's not implied that your grandma schtupped something weird.
see: https://bluestacks.vip/ , https://kodi.software/ & https://luckypatcher.pro/
Shadow offers the most for optimization & multi-classers.
Divine Soul offers the most versatility, and is the only one that really differentiates itself from all the other Sorcerous Origins.
Storm Sorcery looks like it would have a ton of potential, but ends up falling flat when you realize how restrictive it actually is.
Draconic Bloodline would benefit from expanded damage types being available, but is otherwise fine as is. It's just so dang Mary Sue.
Wild Magic looks fun & interesting, but is 100% dependent on how an individual DM will handle it at their table. Could be neat & fun with interesting moments, a complete nightmare, or like you have a Sorcerer without any subclass at all.
Giant Soul... is trash, and that breaks my heart. They totally botched the design of how Mark of Ordning & Soul of Lost Ostoria function.
My biggest complaint with Sorcerer in general is that all of the subclasses present like a bunch of people all playing the same Super Smash Bros character with different costume colors.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
It's called Dungeons and Dragons guys. Since I don't see a "Dungeon" Sorcerous Origin, that leaves us with a Draconic Bloodline.
Divine Soul mostly for the heals.
Wait, is Giant Soul a UA subclass? What campaign setting is it tailored to?
I prefer Wild Magic because it has pretty good abilities, like metamagic, and it is pretty fun to RP, and it can be pretty interesting. Backstories are also really fun. I play a homebrew wild magic subsubclass, elemental incident. I was really hoping to play this before I had started D&D, and I was really surprised to find such a perfect subclass to fit it.
Zargorth Dakzonar, High Elf Sorceror
The fact that you also get Spiritual Weapon, Thaumaturgy, Guidance, Sanctuary, Aid, Animate Dead, Bestow Curse, Magic Circle, Remove Curse, Revivfy, Speak with Dead, Spirit Guardians, Create Undead, Conjure Celestial, and Planar Binding, is sick.
Divine Soul, large amount of variety. I love the idea of having a god or something as an ancestor and more spell choices is always nice