Minor Question - but does anyone know if its a purely clerical list driven sorcerer? Or if its closer to a wizard/cleric who can pick from either list? (my group is... badly lacking any spellcasters - everyone is a melee rogue or warrior type bar me and I'm trying to fill the gap as broadly as possible)
The version from unearthed arcana let you choose from either list. Keep in mind, however, that you still only get the normal number of sorcerer spells, maybe plus one or two more. You might have a tough time filling both roles with so few spells known.
That said, two things to keep in mind:
1. You can increase the versatility of the sorcerer via multiclassing and feats.
2. Play what you want, not what the group "needs." 5e is super forgiving when it comes to class roles.
Thanks (and definitely - but we literally have no healing or spell casters in the group. In the old days I'd have just played a cleric/mage and accepted some slow advancement down the line. I was hoping the Theurgist Wizard would make it into the game officially but alas no)
Hmm... I see your point with there being *no* other magic users. A divine soul with the ritual caster feat could fit the needs of your party.
You could also drop a level of bard in there for light armor, inspiration, a skill, two cantrips, and four spells known. Similarly, a level of wizard or cleric would probably do the trick.
Alternately, an arcana or knowledge cleric instead of a divine soul could fit the bill.
There were 3 Unearthed Arcana versions of the Favored Soul. I would look to the most recent version. Based solely on the video, it looks like you get to pick the sort of divine being who gave you your power, which is not in any version of the Favored Soul. Furthermore, since the 6th level feature of the most recent Favored Soul kinda assumes you will have Cure Wounds, I would expect a possible change there as well. That said, you will get at least one free spell depending on the being you chose. Beyond the small amount of bonus spells, however, you will still be a sorcerer subject to the limited known spells of the sorcerer. I strongly suspect that at least one of the possible bonus spells will be Cure Wounds, as they mentioned that as possible if your deity is a good deity.
I'll check out the knowledge cleric as well (the arcane seemed... odd. It felt very like a cleric until high level instead of more of a blended class). So far if the sorcerer can pick from both, I start with a variant human feat of ritual caster (wizard) then grab another feat of ritual caster (cleric) it feels like it might cover the most 'official' bases.
As a follow up to this - has anyone published a suggested list of Divine Soul spell picks?
I think it’s entirely specific to a given character’s theme. Somebody tied to a life or hope deity will choose different spells than one tied to an evil god or a trickster god.
But the ability to twin some cleric buffs or add 30 foot range to some cleric touch spells sounds really nice.
Double shield of faith or sanctuary. 30 foot range spare the dying or cure wounds or lesser restoration. Double lesser restoration. Double cure wounds.
I created a "necromancer" divine sorc that I'm looking forward to trying out. I generally dislike a lot of the fluff that they're putting out these days, so I tend to use the mechanical chassis for a character that they provide me, and re-fluff it to my own desires.
For this character, he's been trained in necromantic arts, but finds the idea of animating dead repulsive. He considers himself an expert on life and life-force magic, and the divine spells from cleric such as inflict wounds and cure wounds fit the concept nicely. His meta-magic abilities come not from some inherent magic, but hyper-specialization. He only knows a few spells, but he knows those spells inside and out.
He's not a cleric replacement; most of his spells are offensive in nature such as chill touch and toll the dead, but in a pinch, he can get someone back on their feet or keep them there if necessary.
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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.
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Minor Question - but does anyone know if its a purely clerical list driven sorcerer? Or if its closer to a wizard/cleric who can pick from either list? (my group is... badly lacking any spellcasters - everyone is a melee rogue or warrior type bar me and I'm trying to fill the gap as broadly as possible)
The version from unearthed arcana let you choose from either list. Keep in mind, however, that you still only get the normal number of sorcerer spells, maybe plus one or two more. You might have a tough time filling both roles with so few spells known.
That said, two things to keep in mind:
1. You can increase the versatility of the sorcerer via multiclassing and feats.
2. Play what you want, not what the group "needs." 5e is super forgiving when it comes to class roles.
Thanks (and definitely - but we literally have no healing or spell casters in the group. In the old days I'd have just played a cleric/mage and accepted some slow advancement down the line. I was hoping the Theurgist Wizard would make it into the game officially but alas no)
Hmm... I see your point with there being *no* other magic users. A divine soul with the ritual caster feat could fit the needs of your party.
You could also drop a level of bard in there for light armor, inspiration, a skill, two cantrips, and four spells known. Similarly, a level of wizard or cleric would probably do the trick.
Alternately, an arcana or knowledge cleric instead of a divine soul could fit the bill.
In some respects, a Knowledge cleric can out-wizard a wizard.
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There were 3 Unearthed Arcana versions of the Favored Soul. I would look to the most recent version. Based solely on the video, it looks like you get to pick the sort of divine being who gave you your power, which is not in any version of the Favored Soul. Furthermore, since the 6th level feature of the most recent Favored Soul kinda assumes you will have Cure Wounds, I would expect a possible change there as well. That said, you will get at least one free spell depending on the being you chose. Beyond the small amount of bonus spells, however, you will still be a sorcerer subject to the limited known spells of the sorcerer. I strongly suspect that at least one of the possible bonus spells will be Cure Wounds, as they mentioned that as possible if your deity is a good deity.
I'll check out the knowledge cleric as well (the arcane seemed... odd. It felt very like a cleric until high level instead of more of a blended class). So far if the sorcerer can pick from both, I start with a variant human feat of ritual caster (wizard) then grab another feat of ritual caster (cleric) it feels like it might cover the most 'official' bases.
As a follow up to this - has anyone published a suggested list of Divine Soul spell picks?
I created a "necromancer" divine sorc that I'm looking forward to trying out. I generally dislike a lot of the fluff that they're putting out these days, so I tend to use the mechanical chassis for a character that they provide me, and re-fluff it to my own desires.
For this character, he's been trained in necromantic arts, but finds the idea of animating dead repulsive. He considers himself an expert on life and life-force magic, and the divine spells from cleric such as inflict wounds and cure wounds fit the concept nicely. His meta-magic abilities come not from some inherent magic, but hyper-specialization. He only knows a few spells, but he knows those spells inside and out.
He's not a cleric replacement; most of his spells are offensive in nature such as chill touch and toll the dead, but in a pinch, he can get someone back on their feet or keep them there if necessary.
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