It hasn't appeared in any published or playtest material for the 2024 rules yet. There's been no official announcement either way.
It would certainly need some heavy modifications to work with the level 3 subclass thing. I suppose it could offer you the chance to swap out any or all of your existing spells for Cleric spells once you reach level 3, but that seems clunky and weird.
It’s playable under the 24 rules, but as wagnarokkr said, just a little weird compared to the others. You’d have to take it still at level 3, but have to swap out or backtrack to get certain spells/cantrips.
In all honesty, I’ve made a more modern one, but didn’t really take enough of the cleric spells to make it seem worth it. Guidance is a hood cantrip to take eventually, but you really only need one person with it. Sacred fire is kind of meh now that we have sorcerous burst. Spiritual weapon use to be the big one, but it was nerfed to require concentration. Spirit guardians is ok. Holy Weapon is redundant without an actual melee weapon. Not sure about summon celestial, but I’ve heard hood things. Hero’s Feast can be good, but I didn’t take it in hopes of a real cleric doing so. The only other good one is Holy Aura, a level 8 spell. Oh, and mass heal, a 9th level.
Feel free to take a look and tell me what you think!
i should note that I took a homebrew background based on the customized background we were suppose to get, as well as an old species I preferred over the new ones based on my miniature (my profile image.)
Mechanically, I don't think there's too much of a problem with starting it at 3 and just using the ability to swap spells as normal, but allowing spells on the Cleric list to be chosen. From level 2 to 3, you go from 4 spells to 6 spells and the ability to take up to level 2 spells. This means you could potentially have 4 cleric spells (1 swapped, 2 new from table, and 1 from alignment of divine being) and 1 cleric cantrip (swapped) on that level up along with 3 sorcerer spells and 3 sorcerer cantrips from before. Every level you just gain and swap as normal, either keeping your level 1 sorcerer spells or not, so by level 6 you can be full cleric mode if you want.
The bigger problem is narrative and one of the complaints with moving sorcerer subclasses to 3rd level in general. You have to address the question as to why your sorcerer would only gain the ability to pick up cleric spells upon reaching level 3 and not before. Not an impossible task, but harder than non Divine Soul subclasses.
My thoughts on that: you were never locked out of sorcerer spells in XGtE (in fact, you could go all the way to level 20 and only ever have 1 cleric spell learned/prepared), so that still means you are a sorcerer through and through, able to manipulate elements and pure arcane energies. As you've tapped more deeply into your innate powers, though, you feel your connection to the divine being in your past and their powers of life and death grow.
The problem I see with the Divine Soul, is that it does not feature an expanded spell list, thus you are very, very limited in your amount of prepared spells.
It surely could use the revamp treatment. I imagine the expanded spell list would be all cleric spells. I just don't see so much of a mechanical problem in executing their backwards compatibility rules.
Hi
Was the divine soul subclass ever adapted for DnD 2024? Or is there any plan to adapt it?
I was interested into playing one but I do not see how it can be converted to the new rules that have subclasses start at level 3.
It hasn't appeared in any published or playtest material for the 2024 rules yet. There's been no official announcement either way.
It would certainly need some heavy modifications to work with the level 3 subclass thing. I suppose it could offer you the chance to swap out any or all of your existing spells for Cleric spells once you reach level 3, but that seems clunky and weird.
pronouns: he/she/they
It’s playable under the 24 rules, but as wagnarokkr said, just a little weird compared to the others. You’d have to take it still at level 3, but have to swap out or backtrack to get certain spells/cantrips.
In all honesty, I’ve made a more modern one, but didn’t really take enough of the cleric spells to make it seem worth it. Guidance is a hood cantrip to take eventually, but you really only need one person with it. Sacred fire is kind of meh now that we have sorcerous burst. Spiritual weapon use to be the big one, but it was nerfed to require concentration. Spirit guardians is ok. Holy Weapon is redundant without an actual melee weapon. Not sure about summon celestial, but I’ve heard hood things. Hero’s Feast can be good, but I didn’t take it in hopes of a real cleric doing so. The only other good one is Holy Aura, a level 8 spell. Oh, and mass heal, a 9th level.
www.dndbeyond.com/sheet-pdfs/Actionsparda_138128127.pdf
Feel free to take a look and tell me what you think!
i should note that I took a homebrew background based on the customized background we were suppose to get, as well as an old species I preferred over the new ones based on my miniature (my profile image.)
Mechanically, I don't think there's too much of a problem with starting it at 3 and just using the ability to swap spells as normal, but allowing spells on the Cleric list to be chosen. From level 2 to 3, you go from 4 spells to 6 spells and the ability to take up to level 2 spells. This means you could potentially have 4 cleric spells (1 swapped, 2 new from table, and 1 from alignment of divine being) and 1 cleric cantrip (swapped) on that level up along with 3 sorcerer spells and 3 sorcerer cantrips from before. Every level you just gain and swap as normal, either keeping your level 1 sorcerer spells or not, so by level 6 you can be full cleric mode if you want.
The bigger problem is narrative and one of the complaints with moving sorcerer subclasses to 3rd level in general. You have to address the question as to why your sorcerer would only gain the ability to pick up cleric spells upon reaching level 3 and not before. Not an impossible task, but harder than non Divine Soul subclasses.
My thoughts on that: you were never locked out of sorcerer spells in XGtE (in fact, you could go all the way to level 20 and only ever have 1 cleric spell learned/prepared), so that still means you are a sorcerer through and through, able to manipulate elements and pure arcane energies. As you've tapped more deeply into your innate powers, though, you feel your connection to the divine being in your past and their powers of life and death grow.
The problem I see with the Divine Soul, is that it does not feature an expanded spell list, thus you are very, very limited in your amount of prepared spells.
It surely could use the revamp treatment. I imagine the expanded spell list would be all cleric spells. I just don't see so much of a mechanical problem in executing their backwards compatibility rules.
I so much agree! But I can not imagine in which next book they would be planning to do this.