So, i just started a game as a divine soul sorcerer, and rolled pretty damn well for stats. After racials (protector aasimar), i have -
8str, 15dex, 14con, 11int, 16wis, 18cha.
The 16wis makes me think of eventually classing into cleric, but is it worth it since my cleric spells will be using a lower(but still decent) mod, and i have access to them already? The medium armor could be good. I'm going mostly for a supportive caster, so Grave might be good for the extra healing on downed allies, plus bonus action spare the dying. Maybe two levels so i can also grab the channel divinity as an extra short rest ability to help the party?
Since the Sorcerer spell list is so limited, taking a dip of Cleric isn't a terrible idea - it gives you a few spell slots you can use to cast your first-level buffs without taking up all your Sorcerer spell selections, and they're still Twinnable with metamagic. The medium armor and shield proficiency is a plus too, certainly. That said, at some point, you have to question if you weren't better off just being a full-time Cleric, so don't go full healing. Do what Sorcerers do best: Twin Spell (amazing on Divine Souls), burn sorcery points for more Fireballs, etc.
I agree that a cleric dip isn't a bad idea. I'd keep it to one, maaaybe two or three levels so that you don't get too far behind in higher level spells known from Sorcerer. You get a lot of bang for your buck with even one level, though, getting some cantrips and a whopping 6 more spells prepared at any given time (2 domain, 1 from level, 3 from WIS mod IIRC). It's hard to underestimate the effect of that on a class that at level 20 only knows 15 spells.
I'm planning on being a buffer more than a healer, i just figured that out of the domain options it was one of the more useful first level abilities for me. Plus, bonus action spare the dying could be clutch, and the heavy armor domains don't really give me anything with my pitiful strength. Medium+shield would take me from ac12 to ac17-19.
The only other source of healing in the group is the paladin, so we'll be splitting that role to some degree. Aside from buffs i was mostly looking at good twin-compatible spells like guiding bolt, not sure what other metamagic I'd take.
Yeah, one of the really strong aspects of Divine Soul and/or Cleric/Sorcerer builds is how many good single-target, low-level spells on the Cleric list work well with Twin Spell: where many Sorcerers blow through spell points twinning Haste and Greater Invisibility, Divine Souls get a lot of distance out of twinned Shield of Faith, Sanctuary, Healing Word, Guiding Bolt, and so on right from CL2. Cleric also has some good touch-ranged spells, so if anyone can get some use out of Distant Spell it's them.
I have not looked into it myself but what about monk, certainly let's you use that wisdom and dexterity. Ranger is even better with martial weapons shields light and medium armour a skill (like perception or survival) and eventually spellcasting.
Honestly, with stats that good, go with what is most interesting narratively. I bet you could find some pretty cool and flavorful things in your character by dipping into Radiant Soul Monk. Imagine poping your racial flight ability, flying up, and raining down divine radiant fury! Even if it isn't super effective, it's rad as hell
So, i just started a game as a divine soul sorcerer, and rolled pretty damn well for stats. After racials (protector aasimar), i have -
8str, 15dex, 14con, 11int, 16wis, 18cha.
The 16wis makes me think of eventually classing into cleric, but is it worth it since my cleric spells will be using a lower(but still decent) mod, and i have access to them already? The medium armor could be good. I'm going mostly for a supportive caster, so Grave might be good for the extra healing on downed allies, plus bonus action spare the dying. Maybe two levels so i can also grab the channel divinity as an extra short rest ability to help the party?
Since the Sorcerer spell list is so limited, taking a dip of Cleric isn't a terrible idea - it gives you a few spell slots you can use to cast your first-level buffs without taking up all your Sorcerer spell selections, and they're still Twinnable with metamagic. The medium armor and shield proficiency is a plus too, certainly. That said, at some point, you have to question if you weren't better off just being a full-time Cleric, so don't go full healing. Do what Sorcerers do best: Twin Spell (amazing on Divine Souls), burn sorcery points for more Fireballs, etc.
Even a blind squirrel finds a nut once in awhile.
I agree that a cleric dip isn't a bad idea. I'd keep it to one, maaaybe two or three levels so that you don't get too far behind in higher level spells known from Sorcerer. You get a lot of bang for your buck with even one level, though, getting some cantrips and a whopping 6 more spells prepared at any given time (2 domain, 1 from level, 3 from WIS mod IIRC). It's hard to underestimate the effect of that on a class that at level 20 only knows 15 spells.
I'm planning on being a buffer more than a healer, i just figured that out of the domain options it was one of the more useful first level abilities for me. Plus, bonus action spare the dying could be clutch, and the heavy armor domains don't really give me anything with my pitiful strength. Medium+shield would take me from ac12 to ac17-19.
The only other source of healing in the group is the paladin, so we'll be splitting that role to some degree. Aside from buffs i was mostly looking at good twin-compatible spells like guiding bolt, not sure what other metamagic I'd take.
Yeah, one of the really strong aspects of Divine Soul and/or Cleric/Sorcerer builds is how many good single-target, low-level spells on the Cleric list work well with Twin Spell: where many Sorcerers blow through spell points twinning Haste and Greater Invisibility, Divine Souls get a lot of distance out of twinned Shield of Faith, Sanctuary, Healing Word, Guiding Bolt, and so on right from CL2. Cleric also has some good touch-ranged spells, so if anyone can get some use out of Distant Spell it's them.
Even a blind squirrel finds a nut once in awhile.
I have not looked into it myself but what about monk, certainly let's you use that wisdom and dexterity. Ranger is even better with martial weapons shields light and medium armour a skill (like perception or survival) and eventually spellcasting.
Hope that works
Jesus Saves!... Everyone else takes damage.
Honestly, with stats that good, go with what is most interesting narratively. I bet you could find some pretty cool and flavorful things in your character by dipping into Radiant Soul Monk. Imagine poping your racial flight ability, flying up, and raining down divine radiant fury! Even if it isn't super effective, it's rad as hell