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.
The suggestion I've seen, is to have Divine Soul Sorcerers pick a clerical domain. The domain spells that clerics automatically have prepared, would be the spells the Divine Soul would get. I'd also add in a bonus cantrip chosen from the cleric list to that.
The suggestion I've seen, is to have Divine Soul Sorcerers pick a clerical domain. The domain spells that clerics automatically have prepared, would be the spells the Divine Soul would get. I'd also add in a bonus cantrip chosen from the cleric list to that.
This seems simple but like it would work well, I'm going to incorporate it in my campaign. As far as an official refresh for the 2024 rules I believe Divine Soul is a popular subclass, I have to think it is planned for an update.
Another idea I like is the ability to spend some sorcery points to activate a Channel Divinity effect. If you’re already picking a Cleric subclass to get its spells, it could also include any subclass-specific Channel Divinity options it has.
Yeah I have a 10th level Divine Soul (Emanon, pictured in my profile pic) made in 2014 rules and I'd love to see him in 2024 rules. More power. More spells. More fun. But I'd like an official revamp.
Another thing you can look into is the spellfire Sorc as is has some things that would overlap for you. It is not a complete fix though and while I like it many think of it as a weak sub class.
So the DSS works just fine in 2024 and maybe one of the stronger Subclasses.
I would love an official version but having built one the expanded spell list provides strong options mostly from level 5 onward. You may not get bonus spells known but the utility of adding heals/buffs plus spells like Spirit Guardians, Conjure Celestial and Summon Celestial really expand the strength of the Sorcerer while increasing efficiency. IS plus Heighton can make concentration spells that hit repeatedly stronger vs strongbsingle targets.
Add an armor dip, Tough origin feat and defensive spells and playing at short range is less of a concern.
I would make the following changes to align the Divine Soul a little more with the other 2024 Sorcerer subclasses:
Lvl 3 - Divine spells
When you reach a Sorcerer level specified in the Divine Spells table, you thereafter always have the listed spells prepared. (Maybe a bit much: When you choose to replace a cantrip or learn a new one, you may also choose from the cleric spell list. Cantrips chosen like this count as Sorcerer cantrips for you.)
Lvl 3 - Favored by the Gods - Leave as is (but at lvl 3)
Lvl 6 - Empowered Radiance
The divine energy coursing through you makes you make capable of enduring divine attacks. You have Resistance to Radiant damage. On top of that, you are able to help those around you overcome their injuries better. Whenever you or an ally within 5 feet of you roll dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn, and you must use the new roll.
Lvl 14 - Otherwordly wings - Leave as is. Flavor: Your alignment determines the appearance of the spectral wings. If your alignment includes good or lawful, they may look like eagle wings, if it includes evil or chaotic, they may be bat wing, and if it includes neutral, they may be dragonfly wings.
The best way to do Lvl 3 - Divine spells for 2024 Soc I think is diffrent.
What I think would work well is for each spell level 1-5 that you can cast you get 2 bounes spells +1 cantrip that you pick from the cleric's spell list. On each Soc level up you may change one of these spell for another cleric spell.
With this change they would not get to pick cleric spells for thier reguler spells but they would get any 2 spell of thier choice from the cleric spell from level 1-5. This is weaker in that they do not get cleric spells for 6-9 but they get more freedom for the lower level ones.
Yeah that would work well and keeps more of the original idea. So you’re basically saying:
Your divine nature gives you access to a wide variety of spells. You can choose one cantrip from the cleric spell list and learn it. Also, you may choose two level 1 spells and two level 2 spells from the cleric spell list and add them to your spell list. When you reach Sorcerer levels 5, 7 and 9, you can choose two more cleric spells to add to your list. These spells do not count towards your maximum number of prepared spells but otherwise function as Sorcerer spells for you. Whenever you gain a Sorcerer level, you can replace one of the spells gained through this feature with another cleric spell for which you have spell slots.
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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.
The suggestion I've seen, is to have Divine Soul Sorcerers pick a clerical domain. The domain spells that clerics automatically have prepared, would be the spells the Divine Soul would get. I'd also add in a bonus cantrip chosen from the cleric list to that.
This seems simple but like it would work well, I'm going to incorporate it in my campaign. As far as an official refresh for the 2024 rules I believe Divine Soul is a popular subclass, I have to think it is planned for an update.
Another idea I like is the ability to spend some sorcery points to activate a Channel Divinity effect. If you’re already picking a Cleric subclass to get its spells, it could also include any subclass-specific Channel Divinity options it has.
pronouns: he/she/they
Yeah I have a 10th level Divine Soul (Emanon, pictured in my profile pic) made in 2014 rules and I'd love to see him in 2024 rules. More power. More spells. More fun. But I'd like an official revamp.
Another thing you can look into is the spellfire Sorc as is has some things that would overlap for you. It is not a complete fix though and while I like it many think of it as a weak sub class.
I spell Goodly.
So the DSS works just fine in 2024 and maybe one of the stronger Subclasses.
I would love an official version but having built one the expanded spell list provides strong options mostly from level 5 onward. You may not get bonus spells known but the utility of adding heals/buffs plus spells like Spirit Guardians, Conjure Celestial and Summon Celestial really expand the strength of the Sorcerer while increasing efficiency. IS plus Heighton can make concentration spells that hit repeatedly stronger vs strongbsingle targets.
Add an armor dip, Tough origin feat and defensive spells and playing at short range is less of a concern.
Should a Divine Soul Sorcerer have access to Cleric Spells or just have Cleric Spells on their Subclass Spell List?
Stick with the ability as listed in the 2014 version until it is updated.
I thought this was to theorycraft a 2024 version.
I suggest this bonus spell list for the divine soul sorcerer for 2024.
Level 1: Healing Word, Guiding Bolt
Level 3: Aid, Lesser Restoration
Level 5: Spirit Guardians, Revivify
Level 7: Divination, Summon Celestial
Level 9: Greater Restoration, Planar Binding
I would make the following changes to align the Divine Soul a little more with the other 2024 Sorcerer subclasses:
Lvl 3 - Divine spells
When you reach a Sorcerer level specified in the Divine Spells table, you thereafter always have the listed spells prepared. (Maybe a bit much: When you choose to replace a cantrip or learn a new one, you may also choose from the cleric spell list. Cantrips chosen like this count as Sorcerer cantrips for you.)
Divine Spells
3
Cure wounds, Guiding Bolt, Inflict Wounds, Lesser Restoration
5
Revivify, Spirit Guardians
7
Death Ward, Guardian of Faith
9
Flame Strike, Raise Dead
Lvl 3 - Favored by the Gods - Leave as is (but at lvl 3)
Lvl 6 - Empowered Radiance
The divine energy coursing through you makes you make capable of enduring divine attacks. You have Resistance to Radiant damage. On top of that, you are able to help those around you overcome their injuries better. Whenever you or an ally within 5 feet of you roll dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn, and you must use the new roll.
Lvl 14 - Otherwordly wings - Leave as is.
Flavor: Your alignment determines the appearance of the spectral wings. If your alignment includes good or lawful, they may look like eagle wings, if it includes evil or chaotic, they may be bat wing, and if it includes neutral, they may be dragonfly wings.
Lvl 18 - Unearthly recovery - Leave as is
The best way to do Lvl 3 - Divine spells for 2024 Soc I think is diffrent.
What I think would work well is for each spell level 1-5 that you can cast you get 2 bounes spells +1 cantrip that you pick from the cleric's spell list. On each Soc level up you may change one of these spell for another cleric spell.
With this change they would not get to pick cleric spells for thier reguler spells but they would get any 2 spell of thier choice from the cleric spell from level 1-5. This is weaker in that they do not get cleric spells for 6-9 but they get more freedom for the lower level ones.
I spell Goodly.
Yeah that would work well and keeps more of the original idea. So you’re basically saying:
Your divine nature gives you access to a wide variety of spells. You can choose one cantrip from the cleric spell list and learn it. Also, you may choose two level 1 spells and two level 2 spells from the cleric spell list and add them to your spell list. When you reach Sorcerer levels 5, 7 and 9, you can choose two more cleric spells to add to your list. These spells do not count towards your maximum number of prepared spells but otherwise function as Sorcerer spells for you. Whenever you gain a Sorcerer level, you can replace one of the spells gained through this feature with another cleric spell for which you have spell slots.