Was toying around with the idea of a Divine Soul sorcerer and figured Spiritual Weapon and Spirit Guardians would be a must. And I would want to keep some distance and thought distant meta magic would be good for Inflict Wounds with possible up casting for better damage depending on the encounter. would this be a good option? I know I want quicken meta magic but wasn’t sure if twinned would be better than distant with another spell combo
I don’t want to blow through my spell slots too quickly so may have to rely more on cantrips and use the above for bigger encounters
We typically don’t have a lot of encounters per long rest (maybe 2 then short rest and maybe 1 or 2 before a long rest)
And this would be straight sorcerer, DM doesn’t allow multiclassing
Divine Soul sorcerer is a bit an odd duck, because you're halfway between a blaster and a healer. What you take is going to heavily depend on what role you expect to play in the game. Are you the group's primary healer? Are you going to focus more on just radiant elemental damage? Which side you lean more towards will change what Metamagics and which spells you'll be focusing on taking. Twin spell is generally considered really good, given the wealth of single-target healing and buffs like Shield of Faith. I personally feel that Quicken is less useful for a Divine Soul, simply because an unenhanced cantrip damage isn't a big deal and you don't really use your Action for anything but spellcasting.
Speaking of spells... Inflict Wounds is usually considered a poor choice as it scales poorly. Guiding Bolt is a better spell that works with your metamagics far more, and everyone benefits from the Advantage, making it a useful spell throughout your adventuring career. Bless and Healing Word are other 1st level spells that are often recommended.
At the second circle of spells, there's a few options - yes, Spiritual Weapon is a good way for extra damage when you don't have something taking up your bonus action. But if you're primary healer, you're going to have to seriously consider Lesser Restoration. Its not very commonly needed, but when it is? You'll be glad you have it. This question is going to repeat for 3rd and 5th spells - Revify and Greater Restoration (which has no overlap with Lesser Restoration, so you need both). And that doesn't count any healing spells (though Twin casting is a remarkably effective replacement for needing Mass Healing Word). Well, you might be able to get away with some scrolls, but that's up to the DM.
Sorcerer is already very hungry for spells, so you're going to have to figure out what role you're playing before picking out spells.
Thanks for the reply. At this point it’s just playing around with a build, it’s not for an upcoming campaign. I like putting together characters so I have a few backups in case something happens to my current character or we switch campaigns. So I don’t know what role I would be playing in the party at this point. I was thinking it more of a damage and support, not so much healing but if I get to play this character it might change if we don’t have any healing
Spirit Guardians isn't a must have. It requires you to be up close to the action, and it requires your concentration. It's an awesome spell, but if you're using it, you have to be up close to the action and you can't use any of the other cool Sorcerer spells that require concentration.
If you are using Spirit Guardians, you will probably want to also use the Aid to boost your HP and Mage Armor since you're not able to multiclass to pick up an armor proficiency. That's using up a lot of your spell slots and your concentration. At that point, why not just play a Cleric for the ability to use a Shield and Armor and the better hit die?
I would recommend not using Spirit Guardians as a Divine Soul Sorcerer just so that you can stay farther away from the action and concentrate on a Sorcerer spell.
These are the spells I would consider taking if I built a Divine Soul Sorcerer.
Level 1: Absorb Elements, Healing Word, Shield, Protection from Evil and Good, Mage Armor Level 2: Aid, Misty Step, Prayer of Healing, Spiritual Weapon, Suggestion, Lesser Restoration Level 3: Counterspell, Fireball, Haste, Hypnotic Pattern, Mass Healing Word Level 4: Banishment, Death Ward, Dimension Door, Greater Invisibility, Polymorph Level 5: Animate Objects, Dominate Person, Greater Restoration, Hold Monster, Raise Dead Level 6: Heal, Mass Suggestion Level 7: Resurrection, Planeshift/Teleport Level 8: Antimagic Field, Dominate Monster, Holy Aura Level 9: Wish
Basically trim down the spell list depending on your role, eg. if you are more of a blaster then I wouldn't take stuff like Prayer of Healing and Lesser Restoration. Also if you are more of a buff provider instead of crowd controller then take Haste/Greater Invisibility over over spells like Hypnotic Pattern/Polymorph.
Most importantly take spells that you will have fun with. Fun is more important than functionality in my books :)
These are the spells I would consider taking if I built a Divine Soul Sorcerer.
Level 1: Absorb Elements, Healing Word, Shield, Protection from Evil and Good, Mage Armor Level 2: Aid, Misty Step, Prayer of Healing, Spiritual Weapon, Suggestion, Lesser Restoration Level 3: Counterspell, Fireball, Haste, Hypnotic Pattern, Mass Healing Word Level 4: Banishment, Death Ward, Dimension Door, Greater Invisibility, Polymorph Level 5: Animate Objects, Dominate Person, Greater Restoration, Hold Monster, Raise Dead Level 6: Heal, Mass Suggestion Level 7: Resurrection, Planeshift/Teleport Level 8: Antimagic Field, Dominate Monster, Holy Aura Level 9: Wish
Basically trim down the spell list depending on your role, eg. if you are more of a blaster then I wouldn't take stuff like Prayer of Healing and Lesser Restoration. Also if you are more of a buff provider instead of crowd controller then take Haste/Greater Invisibility over over spells like Hypnotic Pattern/Polymorph.
Most importantly take spells that you will have fun with. Fun is more important than functionality in my books :)
Hope this helps.
Early on you'll want to learn Bless because that's the best choice among the level 1 and level 2 spells for concentration. Even at levels 5-7 when you have access to 3rd and 4th level spells that are a better use of your concentration, your number of spell slots for spells like Haste, Hypnotic Pattern, Banishment, and Polymorph are fairly limited, so it would probably be around level 8 or so when you should replace Bless with a different spell. But up to level 8, I'd say that Bless is one of the most important spells for a Divine Soul Sorcerer.
Thanks for the replies. Good point on the closeness required to make Spirit Guardians useful. And thank you for the spell list suggestions. I would probably lean more toward blaster with utility but that could change on what a party line up would be.
I was instantly drawn to a spirit guardians sorcerer when I saw the Divine Soul for the first time. Unfortunately the sorcerer is in a really awkward spot to take advantage of it as has been mentioned. Being the only full spellcaster with con proficiency is awesome for a spirit guardian build but the class is so squishy. I think you can make it work by picking a race that provides defensive value and swapping the stat bonuses to your benefit thanks to Tasha's stat changing options.
Hobgoblin + Moderately Armored, Shield Dwarf, Loxodon, Lizardfolk and Tortle all seem like decent options for building a tankier Divine Soul.
By the way, if you want to do a blaster that uses Spirit Guardians, both the Light Cleric and Tempest Cleric are fantastic choices. They both have wonderful channel divinity options that they get back on a short rest, and they can use them twice each per short rest starting at level 6. They both get some very nice non-Cleric spells always prepared.
I am definitely biased having played a Tempest Cleric, but I think those two domains are as good as anyone in the game at being a blaster mage.
I was instantly drawn to a spirit guardians sorcerer when I saw the Divine Soul for the first time. Unfortunately the sorcerer is in a really awkward spot to take advantage of it as has been mentioned. Being the only full spellcaster with con proficiency is awesome for a spirit guardian build but the class is so squishy. I think you can make it work by picking a race that provides defensive value and swapping the stat bonuses to your benefit thanks to Tasha's stat changing options.
Hobgoblin + Moderately Armored, Shield Dwarf, Loxodon, Lizardfolk and Tortle all seem like decent options for building a tankier Divine Soul.
Mountain dwarf, if you take one level of a heavy armor class. You can run around in plate without wasting ability points on strength. Tempest or life cleric for healing or blasting.
I hear ya, but to be honest I'd rather avoid dipping on a build like this. Sorcerer already provides con saves and that is one of the biggest reasons to dip on a spellcaster. Also, on a build that is so based around a third level spell I'm loathe to put it off (just like extra attack on martials).
My vote goes to Hobgoblin picking up Moderately Armored. Early levels this build doesn't want to be on the front lines even with better armor thanks to that sorcerer hit die, and this sets up the build by level 5 when spirit guardians comes online. I think there is a lot of value from having a 14 dex as well. Spirit Guardians remains a great spell even if you don't focus on your casting stat, so going Moderately Armored at 4, and Warcaster at 8 is perfectly viable, if not the strongest spirit guardians set up out there. Sorcerer providing all sorts of arcane shenanigans can easily make up that ground.
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Was toying around with the idea of a Divine Soul sorcerer and figured Spiritual Weapon and Spirit Guardians would be a must. And I would want to keep some distance and thought distant meta magic would be good for Inflict Wounds with possible up casting for better damage depending on the encounter. would this be a good option? I know I want quicken meta magic but wasn’t sure if twinned would be better than distant with another spell combo
I don’t want to blow through my spell slots too quickly so may have to rely more on cantrips and use the above for bigger encounters
We typically don’t have a lot of encounters per long rest (maybe 2 then short rest and maybe 1 or 2 before a long rest)
And this would be straight sorcerer, DM doesn’t allow multiclassing
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Divine Soul sorcerer is a bit an odd duck, because you're halfway between a blaster and a healer. What you take is going to heavily depend on what role you expect to play in the game. Are you the group's primary healer? Are you going to focus more on just radiant elemental damage? Which side you lean more towards will change what Metamagics and which spells you'll be focusing on taking. Twin spell is generally considered really good, given the wealth of single-target healing and buffs like Shield of Faith. I personally feel that Quicken is less useful for a Divine Soul, simply because an unenhanced cantrip damage isn't a big deal and you don't really use your Action for anything but spellcasting.
Speaking of spells... Inflict Wounds is usually considered a poor choice as it scales poorly. Guiding Bolt is a better spell that works with your metamagics far more, and everyone benefits from the Advantage, making it a useful spell throughout your adventuring career. Bless and Healing Word are other 1st level spells that are often recommended.
At the second circle of spells, there's a few options - yes, Spiritual Weapon is a good way for extra damage when you don't have something taking up your bonus action. But if you're primary healer, you're going to have to seriously consider Lesser Restoration. Its not very commonly needed, but when it is? You'll be glad you have it. This question is going to repeat for 3rd and 5th spells - Revify and Greater Restoration (which has no overlap with Lesser Restoration, so you need both). And that doesn't count any healing spells (though Twin casting is a remarkably effective replacement for needing Mass Healing Word). Well, you might be able to get away with some scrolls, but that's up to the DM.
Sorcerer is already very hungry for spells, so you're going to have to figure out what role you're playing before picking out spells.
Thanks for the reply. At this point it’s just playing around with a build, it’s not for an upcoming campaign. I like putting together characters so I have a few backups in case something happens to my current character or we switch campaigns. So I don’t know what role I would be playing in the party at this point. I was thinking it more of a damage and support, not so much healing but if I get to play this character it might change if we don’t have any healing
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Spirit Guardians isn't a must have. It requires you to be up close to the action, and it requires your concentration. It's an awesome spell, but if you're using it, you have to be up close to the action and you can't use any of the other cool Sorcerer spells that require concentration.
If you are using Spirit Guardians, you will probably want to also use the Aid to boost your HP and Mage Armor since you're not able to multiclass to pick up an armor proficiency. That's using up a lot of your spell slots and your concentration. At that point, why not just play a Cleric for the ability to use a Shield and Armor and the better hit die?
I would recommend not using Spirit Guardians as a Divine Soul Sorcerer just so that you can stay farther away from the action and concentrate on a Sorcerer spell.
These are the spells I would consider taking if I built a Divine Soul Sorcerer.
Level 1: Absorb Elements, Healing Word, Shield, Protection from Evil and Good, Mage Armor
Level 2: Aid, Misty Step, Prayer of Healing, Spiritual Weapon, Suggestion, Lesser Restoration
Level 3: Counterspell, Fireball, Haste, Hypnotic Pattern, Mass Healing Word
Level 4: Banishment, Death Ward, Dimension Door, Greater Invisibility, Polymorph
Level 5: Animate Objects, Dominate Person, Greater Restoration, Hold Monster, Raise Dead
Level 6: Heal, Mass Suggestion
Level 7: Resurrection, Planeshift/Teleport
Level 8: Antimagic Field, Dominate Monster, Holy Aura
Level 9: Wish
Basically trim down the spell list depending on your role, eg. if you are more of a blaster then I wouldn't take stuff like Prayer of Healing and Lesser Restoration. Also if you are more of a buff provider instead of crowd controller then take Haste/Greater Invisibility over over spells like Hypnotic Pattern/Polymorph.
Most importantly take spells that you will have fun with. Fun is more important than functionality in my books :)
Hope this helps.
Early on you'll want to learn Bless because that's the best choice among the level 1 and level 2 spells for concentration. Even at levels 5-7 when you have access to 3rd and 4th level spells that are a better use of your concentration, your number of spell slots for spells like Haste, Hypnotic Pattern, Banishment, and Polymorph are fairly limited, so it would probably be around level 8 or so when you should replace Bless with a different spell. But up to level 8, I'd say that Bless is one of the most important spells for a Divine Soul Sorcerer.
Oh yes definitely Bless. I copy pasted the list from my notes but didn't mention that I normally take Bless as the free spell for going Divine Soul.
Thanks for the replies. Good point on the closeness required to make Spirit Guardians useful. And thank you for the spell list suggestions. I would probably lean more toward blaster with utility but that could change on what a party line up would be.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I was instantly drawn to a spirit guardians sorcerer when I saw the Divine Soul for the first time. Unfortunately the sorcerer is in a really awkward spot to take advantage of it as has been mentioned. Being the only full spellcaster with con proficiency is awesome for a spirit guardian build but the class is so squishy. I think you can make it work by picking a race that provides defensive value and swapping the stat bonuses to your benefit thanks to Tasha's stat changing options.
Hobgoblin + Moderately Armored, Shield Dwarf, Loxodon, Lizardfolk and Tortle all seem like decent options for building a tankier Divine Soul.
By the way, if you want to do a blaster that uses Spirit Guardians, both the Light Cleric and Tempest Cleric are fantastic choices. They both have wonderful channel divinity options that they get back on a short rest, and they can use them twice each per short rest starting at level 6. They both get some very nice non-Cleric spells always prepared.
I am definitely biased having played a Tempest Cleric, but I think those two domains are as good as anyone in the game at being a blaster mage.
Mountain dwarf, if you take one level of a heavy armor class. You can run around in plate without wasting ability points on strength. Tempest or life cleric for healing or blasting.
I hear ya, but to be honest I'd rather avoid dipping on a build like this. Sorcerer already provides con saves and that is one of the biggest reasons to dip on a spellcaster. Also, on a build that is so based around a third level spell I'm loathe to put it off (just like extra attack on martials).
My vote goes to Hobgoblin picking up Moderately Armored. Early levels this build doesn't want to be on the front lines even with better armor thanks to that sorcerer hit die, and this sets up the build by level 5 when spirit guardians comes online. I think there is a lot of value from having a 14 dex as well. Spirit Guardians remains a great spell even if you don't focus on your casting stat, so going Moderately Armored at 4, and Warcaster at 8 is perfectly viable, if not the strongest spirit guardians set up out there. Sorcerer providing all sorts of arcane shenanigans can easily make up that ground.