I played a Divine Soul Sorcerer a few years back and had some good times playing support. Memorable moments involved using the Life Transference spell; being able to pick someone back up during combat and have them actually be in fighting shape was great. Since then, I wanted to optimize that a bit more since LT seemed pretty efficient for a healing spell. I also don't care for the "Healing Word pickup", especially at higher levels. Here's what I found:
Warlock 2 (Edit: 3) - Spells: Eldritch Blast - Pact Boon: Pact of the Chain - Invocations: Gift of the Ever-Living Ones, Agonizing Blast
Divine Soul Sorcerer 6+ - Spells: Life Transference, Aura of Vitality (thanks, Tasha's) - Metamagic: Empowered, Quickened
General - Attributes: 16+ Constitution - Feats (Optional): Tough (you need to be able to take enemy damage and self-inflicted damage without going down yourself)
Usage - use Eldritch Blast + Agonizing Blast for a reliable attack Cantrip. - when major healing is needed, Life Transference + Empowered Metamagic to roll high on the self-damage to maximize healing; add Quickened Metamagic if needed. - after combat: Aura of Vitality + Gift of the Ever-Living Ones for maximized self healing; share the remaining healing with the party.
The best part? That's it, that's the whole setup. No concentration used during combat, so do whatever else you would normally do. Thoughts?
It's a pretty 'meh' meta until you give it to a Divine Soul, now its on the 'A' List. For 1 sorc pt, all your touch spells can now be 30ft. E.g:
Cantrip: Guidance, Spare the Dying, Resistance (Don't underestimate this, coupled with quicken it can be clutch when one of your party needs to make a save).
Lower level Spells: Cure Wounds, Inflict Wounds (One of the best damage dealers around, now with 30ft range), Remove Curse, Revivify. Warding Bond (Seems your splitting damage anyway)
Clutch De-buffs: Protection From Evil, Lesser Res, Protect from Poison, Freedom of movement, Greater Res. These mean you can now reach someone 60ft away (with 30ft movement) and remove: Charm, Frightened, Possession (Quicken with resist), Disease, Blinded, Paralyzed, Poison, Restrained, Grappled.
Your Cure Wounds @ 30ft will give the same net healing as your Life Transference (more or less), which btw you can now cast @ 60ft if you can take the hit on the HP.
Other fun/outside the box stuff:
Stone shape that door shut from 30ft away. Continual Flame an enemy/moving away item (no save/roll). Animate/Create Dead in a 20ft range instead of 10ft, better chance of getting more undead in one casting. Toll the Dead to 120ft ala EBlast, which can now be 240ft. ** Holy Weapon to 30ft. Your Fighter will love you if you give him this and Warding (not in same round, obvs).
With the Sorc list Distant Spell isn't that great, add in the Cleric list and it definitely becomes an 'A Lister' and lets you do stuff no cleric can match.
You don't get your pact boon to become pact of the chain until Warlock 3. So you can't have gift of the ever loving ones until then. Otherwise the setup is interesting.
@Elfdope: Ahh, good catch. Not so small a dip, then. On the plus side, the two warlock spell slots become second level, so that could be handy. Editted in the main post.
@JaceGDnD: Flyby: Distant Spell. I see what you did there :P
I love it. Extending the range to allow more flexible use of those spells is great. Props for reminding me of Warding Bond; it'll fit right in with the "splitting damage" theme.
Distant Cure Wounds is nice for net healing, as you say, but the point was to pull a friendly from "near death" to "almost top form" as efficiently as possible. Empowering Life Transference to roll high self damage helps with that. I do like that with Distant Spell, I can do that from 60ft if needed, in order to keep myself safer.
@Elfdope: Ahh, good catch. Not so small a dip, then. On the plus side, the two warlock spell slots become second level, so that could be handy. Editted in the main post.
@JaceGDnD: Flyby: Distant Spell. I see what you did there :P
I love it. Extending the range to allow more flexible use of those spells is great. Props for reminding me of Warding Bond; it'll fit right in with the "splitting damage" theme.
Distant Cure Wounds is nice for net healing, as you say, but the point was to pull a friendly from "near death" to "almost top form" as efficiently as possible. Empowering Life Transference to roll high self damage helps with that. I do like that with Distant Spell, I can do that from 60ft if needed, in order to keep myself safer.
Your welcome dude, cool concept, has that Ilmater / Forgotten Realms “I will suffer to heal you!” type vibe going on :).
You mentioned Tasha’s so I guess you're aware but for those that aren’t the feat: "Metamagic adept” will help squeeze all those meta’s in for maximum flexibility (+2 Meta’s. +2 Sorc points), with Twinned being a nice fourth option to have in a pinch, if you can squeeze the feat in (Sometimes tough to do on a multi-class).
Your welcome dude, cool concept, has that Ilmater / Forgotten Realms “I will suffer to heal you!” type vibe going on :).
You mentioned Tasha’s so I guess you're aware but for those that aren’t the feat: "Metamagic adept” will help squeeze all those meta’s in for maximum flexibility (+2 Meta’s. +2 Sorc points), with Twinned being a nice fourth option to have in a pinch, if you can squeeze the feat in (Sometimes tough to do on a multi-class).
Ahh Metamagic Adept: the feat every sorcerer feels like they need right out the gate. Doubly so for the extra sorcery points.
Also, after the correction that Warlock 3 was needed for the pact boon, I'm thinking of using those second-level warlock spell slots for Prayer of Healing after combat (provided time isn't a huge factor). 16 + CHA mod healing for you to make up for Life Transference, 2d8 + CHA mod healing for the rest of the party. Would let you save your higher level spell slots for other things.
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I played a Divine Soul Sorcerer a few years back and had some good times playing support. Memorable moments involved using the Life Transference spell; being able to pick someone back up during combat and have them actually be in fighting shape was great. Since then, I wanted to optimize that a bit more since LT seemed pretty efficient for a healing spell. I also don't care for the "Healing Word pickup", especially at higher levels. Here's what I found:
Warlock 2 (Edit: 3)
- Spells: Eldritch Blast
- Pact Boon: Pact of the Chain
- Invocations: Gift of the Ever-Living Ones, Agonizing Blast
Divine Soul Sorcerer 6+
- Spells: Life Transference, Aura of Vitality (thanks, Tasha's)
- Metamagic: Empowered, Quickened
General
- Attributes: 16+ Constitution
- Feats (Optional): Tough (you need to be able to take enemy damage and self-inflicted damage without going down yourself)
Usage
- use Eldritch Blast + Agonizing Blast for a reliable attack Cantrip.
- when major healing is needed, Life Transference + Empowered Metamagic to roll high on the self-damage to maximize healing; add Quickened Metamagic if needed.
- after combat: Aura of Vitality + Gift of the Ever-Living Ones for maximized self healing; share the remaining healing with the party.
The best part? That's it, that's the whole setup. No concentration used during combat, so do whatever else you would normally do. Thoughts?
Life Transference is not a sorcerer or warlock spell, and neither is aura of vitality. please elaborate how you come upon this spell
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Divine Soul Sorcerer allows you to select spells from the Cleric spell list. This is where both Aura of Vitality and Life Transference come from.
ohhh. ok
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Quick Flyby: Metamagic: Distant spell
It's a pretty 'meh' meta until you give it to a Divine Soul, now its on the 'A' List. For 1 sorc pt, all your touch spells can now be 30ft. E.g:
Cantrip: Guidance, Spare the Dying, Resistance (Don't underestimate this, coupled with quicken it can be clutch when one of your party needs to make a save).
Lower level Spells: Cure Wounds, Inflict Wounds (One of the best damage dealers around, now with 30ft range), Remove Curse, Revivify. Warding Bond (Seems your splitting damage anyway)
Clutch De-buffs: Protection From Evil, Lesser Res, Protect from Poison, Freedom of movement, Greater Res.
These mean you can now reach someone 60ft away (with 30ft movement) and remove: Charm, Frightened, Possession (Quicken with resist), Disease, Blinded, Paralyzed, Poison, Restrained, Grappled.
Your Cure Wounds @ 30ft will give the same net healing as your Life Transference (more or less), which btw you can now cast @ 60ft if you can take the hit on the HP.
Other fun/outside the box stuff:
Stone shape that door shut from 30ft away.
Continual Flame an enemy/moving away item (no save/roll).
Animate/Create Dead in a 20ft range instead of 10ft, better chance of getting more undead in one casting.
Toll the Dead to 120ft ala EBlast, which can now be 240ft.
** Holy Weapon to 30ft. Your Fighter will love you if you give him this and Warding (not in same round, obvs).
With the Sorc list Distant Spell isn't that great, add in the Cleric list and it definitely becomes an 'A Lister' and lets you do stuff no cleric can match.
You don't get your pact boon to become pact of the chain until Warlock 3. So you can't have gift of the ever loving ones until then. Otherwise the setup is interesting.
@Elfdope:
Ahh, good catch. Not so small a dip, then. On the plus side, the two warlock spell slots become second level, so that could be handy. Editted in the main post.
@JaceGDnD:
Flyby: Distant Spell. I see what you did there :P
I love it. Extending the range to allow more flexible use of those spells is great. Props for reminding me of Warding Bond; it'll fit right in with the "splitting damage" theme.
Distant Cure Wounds is nice for net healing, as you say, but the point was to pull a friendly from "near death" to "almost top form" as efficiently as possible. Empowering Life Transference to roll high self damage helps with that. I do like that with Distant Spell, I can do that from 60ft if needed, in order to keep myself safer.
Your welcome dude, cool concept, has that Ilmater / Forgotten Realms “I will suffer to heal you!” type vibe going on :).
You mentioned Tasha’s so I guess you're aware but for those that aren’t the feat: "Metamagic adept” will help squeeze all those meta’s in for maximum flexibility (+2 Meta’s. +2 Sorc points), with Twinned being a nice fourth option to have in a pinch, if you can squeeze the feat in (Sometimes tough to do on a multi-class).
Ahh Metamagic Adept: the feat every sorcerer feels like they need right out the gate. Doubly so for the extra sorcery points.
Also, after the correction that Warlock 3 was needed for the pact boon, I'm thinking of using those second-level warlock spell slots for Prayer of Healing after combat (provided time isn't a huge factor). 16 + CHA mod healing for you to make up for Life Transference, 2d8 + CHA mod healing for the rest of the party. Would let you save your higher level spell slots for other things.