What Proportion Of Spells In Dnd Are Divine?

Divine intervention can revive and restore party members to full health, eliminate unwanted status effects, and restore spell slots to their max. Divine spells, which draw power from a divine source, are primarily associated with clerics, druids, experienced paladins, and experienced rangers. These spells require wisdom and can be prepared through a hero’s desperate prayer, a cleric’s use of the Divine Intervention class feature, or a god’s decision to intervene in mortal affairs for good or ill.

Divine magic, which is mostly associated with clerics and paladins, is also associated with druids and rangers. 31 of the 5e class-exclusive spells are found on the new Divine list, including 9 high-level (6+) cleric spells. In 5th Edition D and D, a cleric’s spells gained through their divine domain are always prepared, or do they count against their total number of spells?

Devil magic, granted from prayer to the gods, tends to be nurturing and protective only as destructive as it means to fulfill some divine aim. Full divine casters (clerics and druids) can have spell lists with the following numbers: 12 for spell levels 1-3; 8 for spell levels 4-6; 4 for spell levels…

Primary divine spellcasters generally worship a deity, but the rules do not require a deity per se. A character as a Wizard can know every spell on the Wizard list, while Divine users know every spell on their list normally but can only wish for it. Most of the best spells end up in the divine area, provided they are used wisely.


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What spells are not in SRD?

The Dungeons and Dragons 5e Player’s Handbook (PHB) and the 5e System Reference Document (SRD) have been compared to find 43 spells that are missing from the SRD. The PHB contains 361 spells, while the SRD has 318. The core rules of the game were released for free in 3e, 3. 5, 4, and 5e, and were recently released under Creative Commons due to community backlash over licensing changes. The 5e rules were released under Creative Commons in response to backlash.

Is 5e SRD safe?

Wizards of the Coast (WOTC) is considering a move towards One D and D, a 5e SRD in the Creative Commons, which ensures the safety and security of D and D. This move allows anyone to write, publish, and sell new 5e material forever. The decision to adopt One D and D is based on the merits of the products, and the company can choose to continue using the rest of their 5e material or adopt some ideas from One D and D as house rules for their existing games. Kobold Press has announced their own 5e compatible RPG, Project Black Flag, and Level Up Advanced 5e is moving to an independent publishing license, potentially using Creative Commons.

Are Druid spells divine?

Druidic and Ranger Magic represents a form of divine magic that is rooted in connections with a powerful nature deity or spirit.

What is the most powerful druid spell?

Druid 201 provides a plethora of spells for druids, encompassing a diverse range of abilities such as lightning, druidcraft, animal conjuration, primal savagery, shapechange, sunbeam, plant transport, and nature’s wrath.

What is divine magic in D&D?

Divine magic, or the Power, was granted from prayer to the gods and practitioners were known as divine spellcasters. It was essential for the functioning of divine magic, but spellcasters had no direct ability to manipulate the Weave. Clerics, druids, rangers, paladins, and blackguards were the primary users of divine magic. Druids received their power from their patron deities, but they often believed it came from nature. Only deities with a direct tie to nature could provide spell power to druids. This type of magic was prevalent among various groups, including clerics, druids, rangers, paladins, and blackguards.

What is the difference between divine and arcane?

Divine Magic is an internal magic that relies on the caster’s devotion and belief, sometimes influenced by external forces. This force of will can modify reality, heal, or bless allies and enemies. Gods often possess an abundance of divine magic due to their followers’ deep belief, making it difficult for mortals to destroy them. Each god channels their Divine Magic differently, making it difficult for mortals to fully destroy them.

Do Druids believe in gods?
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Do Druids believe in gods?

Druids, a group of religious practitioners, hold various beliefs about their deity. Some believe in one deity, such as a Goddess or God, while others are duotheists, identifying with a pair of forces or beings. Polytheistic Druids believe in many gods and goddesses, while animists and pantheists believe in the existence of Deity as present in all things. Regardless of their beliefs, modern-day Druids are known for their tolerance of diversity.

They welcome people with varying views on deity, participating in ceremonies, celebrating seasons, and enjoying each other’s company. They believe that diversity is healthy and natural, and that no one has the monopoly on truth.

Is Bard divine or Arcane?

A divine bard learns and casts spells like a normal bard, but only casts divine spells. To learn or cast a spell, a divine bard must have a Wisdom score of at least 10 + the spell level. They must designate a specific deity or belief system as the source of their spells and cannot cast spells of an alignment that doesn’t match their. The divine bard can add spells to their class spell list, such as creating water, detecting evil, consecrate, magic circle, remove disease, divination, and commune.

What are divine spells?
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What are divine spells?

Divine spells are castable by clerics, paladins, rangers, druids, and shamans, focusing on buffing, healing, and curing status effects. Druids and Shamans lose out on useful buff and utility spells and gain only a few good spells in exchange. Clerics and Druids gain extra spell slots from high Wisdom, so aim for as high as possible. The Cleric/Ranger multiclass can cast from both Cleric and Druid selections, but only up to 3rd level Druid spells in the Enhanced Editions. Shaman spells are available in the Enhanced Edition.

Level 1 spells are the most numerous casts, available immediately upon rolling a cleric or druid or dual-classing into one. They are not very powerful and do not scale well later into the game. Rangers cannot cast these until they hit level 8, and Paladins until they hit level 9.

Who is the god of magic in D&D?
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Who is the god of magic in D&D?

The text describes various deities in the Hindu religion, including Boccob, Corellon Larethian, Garl Glittergold, Gruumsh, Moradin, Nerull, Pelor, Yondalla, Ehlonna, Erythnul, Fharlanghn, Heironeous, Hextor, Kord, Obad-Hai, Olidammara, Saint Cuthbert, Wee Jas, and Vecna. Each deity has its own unique characteristics and powers, with some being more worshipped than others.

Boccob is known for his magic, arcane knowledge, balance, and foresight. Corellon Larethian is a god of elves, magic, music, and arts. Garl Glittergold is a god of gnomes, humor, and gemcutting. Gruumsh is a god of orcs, while Moradin is a god of dwarves. Nerull is a god of death, darkness, murder, and the underworld. Pelor is the god of sun, light, strength, and healing, with more humans worshipping him than any other deity.

Ehlonna is the goddess of forests, woodlands, flora and fauna, and fertility. Erythnul is the god of hate, envy, malice, panic, ugliness, and slaughter. Fharlanghn is the god of horizons, distance, travel, and roads. Heironeous is the god of chivalry, justice, honor, war, daring, and valor. Hextor is the god of war, discord, massacres, conflict, fitness, and tyranny. Kord is the god of athletics, sports, brawling, strength, and courage. Obad-Hai is the god of nature, freedom, hunting, and beasts.

Olidammara is the god of music, revels, wine, rogues, humor, and tricks. Saint Cuthbert is the god of common sense, wisdom, zeal, honesty, truth, and discipline. Wee Jas is the goddess of magic, death, vanity, and law. Finally, Vecna is the god of destructive and evil secrets.

What is the most forbidden spell?
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What is the most forbidden spell?

The Unforgivable Curses, also known as Avada Kedavra, Cruciatus, and Imperius, are powerful and sinister spells in the wizarding world. First classified as “Unforgivable” in 1717, they were tools of the Dark Arts and were subject to strict penalties. By the 1990s, using any of these curses on a fellow human being would result in a life sentence in Azkaban without parole, unless there was sufficient evidence that the caster did so under the influence of the Imperius Curse.

Many Dark wizards attempted to use this excuse to prevent incarceration, particularly after the First Wizarding War. Exceptions exist, such as Solomon Sallow, who used one on a Dark wizard without legal repercussions, and Aurors were permitted to use them during the First Wizarding War and during the height of the Second Wizarding War under Lord Voldemort’s regime. However, this would have been repealed following Voldemort’s demise.


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What Proportion Of Spells In DND Are Divine?
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  • Can I just mention something that I didn’t hear in the article about the importance of twin spell on a Divine Soul Sorcerer that makes reviving characters EVEN MORE important? When you twin revivify and raise dead etc etc, just like all other spells, you only consume the spell components once when you twin it. That 500gp diamond you found also gets double the value when you twin raise dead.

  • Distant spell metamagic is amazing for the cleric spells that require touch. Being able to cast inflict wounds at 30 feet makes you feel like Darth Vader force choking enemies. Not to mention if someone goes down outside your range than a 120 ft healing word or a 30 ft cure wounds can keep you safe without having to wade into combat.

  • Protector Aasimar Divine Soul Sorcerer here, played in a Tier 4 oneshot recently. I don’t think my DM, who I’ve been playing with for years, has ever hated me more than when I had 4th level Spiritual Weapon, a twinned Haste on the Monk and the Paladin (which made the boss miss no fewer than 5 attacks they would have hit on) and then Counterspelled a Circle of Death that was going to mince the whole party. Good times indeed.

  • I’m surprised you didn’t mention two amazing high level spells for Divine Soul Sorcerers. Bestow Curse and Contagion are absolutely hilariously good on a Divine Soul Sorcerer. You can either use Distant metamagic to make the touch spells have a range of 30 feet, or you can use Heighten to make Bestow Curse a disadvantage save or suck spell (At higher levels non concentration spell too!). Not to mention if you get two really nasty enemies lined up next to one another you can even twin these spells to absolutely ruin those enemies day.

  • In one of my campaigns, we kind of messed up our party composition, and didn’t have a great healer. I originally chose the Draconic bloodline sorcerer subclass, but when it came time to level up, I talked with my DM about retraining my subclass (optional rule in TCoE), and we reflavored that my draconic scales and features actually came from Bahamut, and that this was revealed to my character in a dream sequence after we had a really tough encounter.

  • Playing a Divine Soul is so much fun. I had one who really was the dedicated Healer of the party. Barely any damage dealing spells, but all the heal spells and Distant Spell + Twinned Spell (we were only level 4 until the campaign unfortunately ended). Luckily my DM back then was very generous and gave us all some very specific magic items that were fitted for our characters. I had a ring that healed everybody around me for 1d6 whenever I used Sorcery Points… I miss these days ^^

  • Played a divine soul sorcerer tortle for a while. A hippy sort that encounter something in an ocean cave. And gained some powers. The signature being absorbing salt and water out of creatures by touch. (Inflict wounds). That can be a brutal spell twinned. And the divine favour is a big help on painful misses. Had inspiring leader as a feat. Would just hang out and tell stories.

  • I’m so glad this wasn’t an April Fools joke! I’ve been asking for this article for a year and I’m so happy with this end product! One thing not mentioned extensively is the pairing of distant spell metamagic and all of the touch spells. Being able to cast touch spells from a distance of 30ft or short range spells like healing word from much greater distances is potentially huge. Especially for campaigns with long sight lines such as a ocean campaign. Anyway loved the article!

  • Platinum draconic angel, divine soul sorcerer with cleric domain spells/paladin of Bahamut, who is struggling between his divine and draconic side while training to become a champion of Bahamut, and has to keep his powers hidden or become targeted by the followers of Tiamat. Best damn character I’ve played so far, and its only been 5 sessions.

  • I was thinking of making a Lawful-Good Divine Soul Sorcerer sooner or later to become this soft boy with unironic and not silly optimistic views on life. I had backstory mostly done and the personality but I needed help on mechanical part because having both cleric and sorcerer spell list as well as tons of customization options is overwhelming. Thank you for this article, I’ll use it as guideline to make both RP appealing and combat/mechanic potent character!

  • The Extended spell on Aid etc is a great way to make use of any leftover slots at the end of an adventuring day. Spirit Guardians note: if the enemies have a choice between stabbing you ad being torn to shreds by spirits, or stabbing your friend and not being torn to shreds by them, they probs won’t go for you. So it’s effective even if you’re not in the very thick of combat.

  • Been playing a Divine Soul Sorcerer for a year and a half, currently level 14, came to check out what tricks I’ve been missing. Turns out, I’m killing it with Twin Healing Word and Heal, and extended spell Aid and Death Ward as my signature moves haha. Great advice throughout though, wish I’d rolled better so I could have more feats

  • I’m currently playing a drow divine soul in Dungeon of the Mad Mage. The versatility the cleric spell list brings is just awesome, and I was glad to see them focus on that. Candidly, I feel like I’m still grappling with how to make the character more optimal (not perfectly optimal; I chose drow as opposed to something like Aasimar for RP reasons) so I appreciate the good tips here. The problem I’ve been facing is that I’m the party’s only full caster, so I end up filling a LOT of roles: healer, blaster, and defensive magic. Took drow high magic as a feat so I could get levitate and dispel magic, plus detect magic on command. Twinning toll the dead has been an effective combat move. I haven’t quite been able to make darkness work for me like I hoped I could though.

  • Actually playing Divine soul Sorcerer ( a little kiddo tiefling!) as my first character and it has been super fun! at lv 11 at the moment and each time I get new spell slots I need a week to decide what to pick, lol :’D Spoiled for choice! I’ve more or less been a swiss knife of the party with buffs and debuffs, as well as some healing (since we don’t have a dedicated healer in the party). It’s a subclass that I will definitely give another play in the future, there’s so much potential to build a character around it.

  • Multiclassing with 1 level dip in Order cleric makes this the best support in the game. Combining voice of authority with your meta magic is so fun and feels incredibly powerful. Start sorcerer for constitution save prof then take one level in order cleric. If you have a 14 dex you can have an 18 ac with scale mail and shield. Take shield spell and shocking grasp for a melee attack and you can survive anywhere on the battlefield

  • I’ve always wanted to play as Necromancer (witch) who’s character backstory was based on seeking knowledge of resurrection so they could bring their loved ones who had burned at the stake, back from the dead. I had been considering multiclassing as a wizard/cleric as I’m greedy and wanted the arcane power of the wizards damage but the divine power of healing like the cleric, and had never even thought of Sorcerer until your article you made a few weeks ago ranking sorcerer subclasses and briefly discussing divine soul sorcerer! Since looking into it this is definitely the road to choose for my character as it has all the spell flavour I wanted for them that worked perfectly with their backstory.

  • I have been playing a divine soul Aasimar for the last 2 years. I’m level 12 right now with 10 in sorcerer, 1 in war cleric, and 1 in hexblade warlock. my character is leaning very heavily into the angel side of her heritage so she’s all fire and brimstone, with heavy armour and melee combined with healing and long-ranged magic.

  • for a feat to synergize even more with the cleric touch range spells would be ritual caster or magic initiate for access to the wizard spell list, which then lets you take find familiar. presto, your owl swoops to within 5 feet of your target, and you can now pass your touch spells into your target from the safety of 100 feet away.

  • Divine Soul 19/Life Cleric 1 can be built as the best healer in the game. Change my mind. Anyway, one time our party was against a small army of Red Wizards of Thay. We spread out to help avoid AoEs, but nothing escapes a Meteor Swarm, and absolutely nothing escapes three Meteor Swarms. Half the party fell unconscious in the first round; the rest of us were on our last legs. My DSS was up after the archmages though, and was clinging onto life by the grace of the Tough feat. He flew to the middle of the battlefield, between his injured allies, using a bonus action on the way to restore half his own HP. He cast a spell which one archmage was in range to counter, but lo, he returned a Counterspell of his own. His spell carried through: a Distant Mass Heal which had the range and the juice (thanks to Disciple of Life giving an extra 11 each) to restore the whole party to maximum hit points. Our retribution was swift. Thanks for coming to my TED Talk.

  • I’m currently playing a Changeling Divine Soul of the chaotic affinity. It is super fun and very flexible; last session I spent most of a combat in the midst of the melee, ACd up with Mage Armor and Haste on myself, Shillelagh (magic initiate feat) and green-flame blade, quickening Cure Wounds when someone went down and swinging away with two actions. Imitation gish? Maybe, but very satisfying

  • I’m playing a Divine Soul assimar currently, and I love her. She’s a blaster, utility, and a secondary healer. She’s good for when the main healer is down to just get them back up and keep the party alive. Aside from that, her charisma is good for deescalating situations. The funniest moment with her had to be when my sister the DM had us investigating a murder mystery. We went to examine the body and I was like “How long has she been dead?” My sister replied, “Less than a day- oh, shit.” And I proceeded to raise dead on our murder victim. We found out our initial suspect was not involved in her death and were directed to where she actually died. It was hilarious. And then I found out she came back different, turned out she was now a shadow sorcerer herself, and I have potentially been pissing off the Raven Queen interfering in the forces of life and death.

  • Playing divine soul sorc right now. I had to pick subtle due to the nature of the campaign (medieval Slavic culture with almost no magic, literally backstory is that I was unsuccessfully burned at the stake for witchcraft as a boy), then picked twinned. And boy oh boy twinned is just a spectacular thing. Twinned Sanctuary, twinned guiding bolt. Later on twinned Haste, ooof. Soon will be level 8 and by picking metamagic adept I’ll be picking extended and quickened. Those extended high level Aid and Death Ward spells right before long rest will be spicy.

  • I love the divine soul sorcerer, life cleric 1 divine soul sorcerer 19 gives you the armor you need to wade into the mix of things and be there to support your group. I actually did a girl cleric/sorcereress who was blessed by two divine being of similar alignment and their powers combined created an ‘invincible’ character as her defenses combined with the ability to spell blast spiritual weapon, spirit guardians and toll the dead in a series of turns overwhelmed most single boss type opponents.

  • MOst people think of telekinnetic as push people around, but forget you get an invisible mage hand!. Telepathic also fits with the sorcerer, and the detect thought spell is a nice thing to have. Fey/Shadow touched also are nice. you can, for instance, use one of them to pick up mage armor I think with fey touched? hand Misty step is always a nice get out of trouble thing tohave until you can fly. Other good spells in fey touched are bane? silvery bards (I think). Metamagic adept is nice to take early on, I agree. (as for not useful on other classes,I found bards can benefit from this feat picking up subtle spells). Ritual caster is a very nice thign to have! I agree with taking twinned spell!. Spells I’d take is Guiding bolt indeed! I like sacred flame a lot, and Guidiance are cool stuff to have. I also like shield of faith and Mage armor. Hightened spell is a metamagic to take! Bless & Bane are so usefull as well. Normally I’d say take subtle spell on most classes. I don’t always do it on this class, though. I usually start with quickened & hightened, then extended and twinned, and go to something else after that.

  • Quicken Spell is incredible if you have access to Vampiric Touch, letting you hit twice with it on the first turn. Otherwise Glyph of Warding can be so potent, letting you stack up multiple spells that would normally require concentration such as a glyph of flying while twinning greater Invis on yourself and others.. Brutal!

  • I’m currently playing a Divine Soul Sorc… it’s awesome. If you want to add a bit of versatility to it, just dip into Cleric, you get the utility cantrips (Guidance, Thaumaturgy, Mending), you get to prepare some 1st level cleric spells and you can also get Heavy Armor Proficiency with some Domains, besides shields and other lighter armors. Flavour-wise, it also combines well with that divine connection.

  • I’m playing a Shadow Sorcerer and there’s also a Divine Soul Sorcerer in the party. I love how Sorcerers being so focused instead of being the swiss army knives like Clerics or Wizards makes it easy to have two Sorcerers in our party that aren’t stepping on each other’s toes at all. He does some healing with Healing Word, some buffs (Bless, twinned Haste or twinned Polymorph), and tosses around some Fireballs. I cast debuffs like Bane (from Fey touched), Hold Person, Blindness/Deafness, or Slow, and I summon a Hound of Ill Omen fairly often as well. I also use Tasha’s Mind Whip, Mind Sliver, or Chill Touch to completely master the debuffs category. We are two Sorcerers in a party of four, but we’re completely not stepping on each others’ toes at all because Sorcerers are so much more specialized than Clerics or Wizards are.

  • I’m a DM, one of my players is a kid (12-13) and his first ever character was a Half-Orc Divine Soul Sorcerer. He used Tasha’s variant for the CHA, and I changed up his Savage Attacks to where it worked with critical spell attacks instead of critical melee attacks (called it “Berserk Mage”) I think he was 5 levels in before he realized that clerics had some powerful non-healing spells lol. Still used fireball a lot.

  • Normally I am a forever DM but; I just ran a Divine Soul Sorcerer at this past weekend’s FGU GaryCon13 (3/25/21–3/28/21) in the adventure “From the Marsh”. When the party was getting swarmed by summoned giant frogs, I just levitated out of melee range, cast spiritual weapon, and broke the frogfolk’s concentration. Being able to use spiritual weapon as bonus action while concentrating on another spell (like levitate), and still being free to cast another spell as your action gives this subclass an edge in the critical action economy. Definitely more of a support character than one normally expects out of a sorcerer but to use Dungeon Dudes terminology “very clutch.”

  • I played a Divine Soul Sorcerer with an initial one level dip as a Death domain Cleric. Most notably this got the character the ability to cast cleric spells as rituals, medium armour, martial weapons and Reaper. The character was a variant human, but this was before TCoE and I took Resilient (Dex) as my 1st level feat to get my Dex to 14 (to cap medium armour AC) and proficiency with Dex saves.

  • Good article! I’ve played a divine soul from 3 to 13, and you hit most of the major points I’d cover. Nice idea with Spirit Guardians! I’m getting my wings next level and hadn’t considered how that would interact with the spell. I’ll have to look hard at that one. I agree that twin spell is incredibly potent with a divine soul, and not just in combat. For example, my character has changed the trajectory of a campaign with a well-placed twinned resurrection. They were NPC members of royal families from neighboring kingdoms whose deaths helped set off the events of the campaign. BBEG was trying to start a war between them. Since this is a campaign that’s very heavy on the story, their return will definitely have far-reaching consequences, not just for the campaign arc but for society as a whole.

  • I waited for this greatly. So a great thanks for you dungeon dudes for another great article. I thought a ton about this great subclass which I had not yet a chance to play. I personally think the best metamagic for cleric spells is distant spell. Cause, the contenders are extend and twin right? So, extending aid? That’s exciting? No it’s not. Yeah so you can give a 3 players the ability to take another hit, without using resources, in the right circumstance. Not a big deal at all. Twin- Healing word- a spell for raising Ko’d people. The amount of times you have two party members down in the same mkment is small. It’s a good use, no doubt, but niche. Death ward? A fine spell, but really- two of your party members got knocked out and now are on 1 hp. Casting something like hypnotic pattern or slow is much cheaper and will increase survivability by far. I do not really think there are good cleric spells to twin until heal and harm. Maybe sanctuary is interesting. That said, twin is a must because of polymorph/haste. Not because of divine spells. Distant spell take 3 spells to a whole new level(and costs 1 sorc point only)- Cure wounds- combined with beacon of hope, you can easily apply this hard applying spell and heal tons of hp- you are not always in touch range to a needing party member. Even without beacon of hope, this is good. But admittedly the worst use for distant. Inflict wounds- terrific. You can now apply from afar and to flying foes, a spell that scales greatly, and offers no saving throw but depends on hitting.

  • I don’t think I’ll ever play this character, but I have him ready in case I get a chance to. Nathen Night is a Human Male born in the small village of Retork and raised by his father, Edger Falls. Most of Nathen’s young life has been spent learning to control his magic abilities since birth. He’s asked his father several times where he’s gotten his Sorcerer abilities from, but Edger has remained tight-lipped about anything regarding Nathen’s powers and mother. At the age of 17, Nathen left his home. Much to the disapproval of Edger. However, Nathen doesn’t know Edger isn’t his birth father. But only a man tasked by The Order of The Blue Moon to watch over and guide the boy. Nathen is actually the son of Mystra, The Goddess of Magic. And has inherited tremendous power from her. As Nathen continues to grow older, he’ll become more powerful. And learn that he’s inherited more than just power from Mystra. But Near-Immortality as well. Everything Nathen has been told his entire life about his village and father is lies. Nathen is a beautiful young man, and his otherworldly Platinum Blond hair mixed with his Hetrochromic eyes causes him to stand out in any room. Nathen has a Divine Soul and is protected and targeted by many organizations. All of this is unknown to him.

  • As a divine soul sorcerer, I eventually gained access to Planar Ally. Using Magic Circle and Banishment along with Heightened Spell Metamagic as backups in case things go south, I acted as a middle ground diplomat between a Solar and another PC in our party. He was interested in multiclassing into Warlock, and Me being the main “healer” of the group was starting to weaken a bit. So he settled on the Celestial Patron. Feel Free to steal this idea if you want. It’s pretty fun to use as a Divine Soul Sorcerer because Sorcerers are naturally good at Charisma based skills, making you genuinely love debating with Fey, Fiends, and Celestials all around, asking for information, making deals, etc. It made my party rely on me when it came to getting information. I felt like Harry Dresden throughout the campaign.

  • I play a divine soul sorcerer swiftstride shifter with Mobile. Twin cast Haste, Spiritual Weapon and a crossbow gives me 3 attacks while hasting a fighter, monk or barbarian while running 100ft a round. Also Distant Spell is great for them. Casting revivify or cure wounds from 30ft away is quite useful.

  • My spell pick is aura of vitality that occupy my bonus action. With metamagic extend on that it usually run through a combat encounter and is around to heal up people afterwards. For a third level spell slot and a sorcery point it is a bargain. I then dipped a level in life cleric for a +5 to every time I healed with aura of vitality (and got to put on armor). As I started as sorcerer, I am profissient in con saving throws. I have a decent con score and I grabbed war caster first chance I got. With this I have a decent background healing going on, and my main action is free for anything else. Drawback is the short heal range of 30 feet.

  • About to play a Order Domain Cleric / Divine Soul Sorcerer Astral Elf in Spelljammer. The synergy with Silvery Barbs and Voice of Authority should be fun. Twinned Spell as well, and maybe distant spell. I’m the party’s dedicated healer/support, my character is a pacifist so he doesn’t have a single damage dealing spell or weapon. I’m excited!

  • I have a Divine Soul Sorcerer Firbold that im currently playing and have taken 3 levels of fighter to beef up my front line fight and and AC while also taking the Eldritch knight subclass to add more spells to be casted. while also planning on going to lvl 17 with the Divine Souls Sorcerer, this ultimately has made my character hard to beat in any situation which wasnt planned but has been great with discovering how I could make the Ultimate Red Mage Character in Dnd.

  • Currently playing a Vengeance Paladin/Divine Soul Sorcerer multi class. Being able to cast Bless, Spirit Guardians, or Haste with the Quickened Spell Metamagic and then Extra Attack on the same turn is really dope and a good optimization of the build. Twinned Healing Word is a literal team saver. Favored of the Gods helps ensure you keep concentration on those important spells like Haste and Spirit Guardians. Spiritual Weapon is nice when you aren’t using Quickened Spell. Overall the Divine Soul Sorcerer has a ton of utility.

  • I don’t think I can even start thinking about making a sorcerer without being custom lineage and the fey touched feat. Starting with 18 charisma and misty step is awesome, then throw in a bonus spell for twin shenanigans like dissonant whispers, max your charisma at level 4 and feel free to pick up the feat of your choice at level 8. An arguement can be made for shadow touched and inflict wounds but I feel fey touched is better. And even though you are a divine soul sorcerer and have all these toys, twin haste is still the absolute best followed closely by twin polymorph (if your party sucks at combat lol). Spiritual weapon + twin toll the dead was my go to when I played one and twin shield of faith wasn’t too shabby either until I got to level 5.

  • I like Sorlock Divine Soul using Spirit Guardians and Lance of Lethargy, basically dropping enemies to 5ft movement (if they had 30 to begin with). If multiple enemies, quicken spell ray of frost to slow another creature down keeping them in Spirit Guardians and away from you. Or classic Hex plus quickened eldritch blast and spiritual weapon gives you 5 attacks in one round with 5 hex’s on top for good single target dmg.

  • Hey Dungeon Dudes, great article! I love the Divine Soul Sorcerer! Just clarifying one thing here: I don’t think Metamagic Adept works well with the Sorcerer. In the description of Sorcery Points it says “You can never have more sorcery points than shown on the table for your level”. So I think these 2 extra points are wasted. Thank you for the article! I love it! <3

  • Loved this article, I would request a similar one for the armorer Artificer that was just added for Tasha’s. I’m going to be playing one soon and there is alot to look at. I liked how with this article you covered a subclass and talked about the options and how they synergized. Also I’m not finding nearly enough content out there about the Artificer in general, and what I can find is all old stuff before Tasha’s.

  • One of the best perks for a Divine Soul: your Angelic Form’s wings are usable with heavy armor (unlike any other flyer out there). (I am thinking of those article shorts in Diablo III with the spectral-winged angel in full plate.) So Div Soul (14th) / Paladin (6th) can be a thing… hear that, you Heavy Armor Masters?

  • as for meta magic, I”d agree with your recomendation, but I’d say swap subtle spell for distant spell, since you can extend range of stuff like curewounds, and you don’t need to then take healing word to do party recovery from a distance. and you can pick the “good” alignment andget cure wounds for free. (I think its good…)

  • Far and away my most powerful character was a Grave Domain 2/Divine Soul 3. Quicken And Empower metamagic, Inflict Wounds. As a half elf he was going to take Elven accuracy but I retired him after his second session bc I could tell the DM was struggling (Path to the Grave, Quicken IW and Empower on a crit dealt more than 100 damage to an aquatic boss that was supposed to be a multi stage fight). I had him flavored like he was cursed and he couldn’t touch other people bc “his touch was destined to kill the one he loves most.” I’ll revisit the build when AL comes back.

  • Spirit Guardians is scary as hell. My divine soul sorc and our party cleric both had it up for the final fight in Smoke on White Plume Mountain. We shredded the bad guys 🙂 Plus, Polymorph+Twin spell = Two Giant Apes ..nuff said. I’ve gotten a lot of use out of Twin Spell + Cure Wounds, especially with the magic item that lets me grant temp HP every time I use metamagic. And Favored of the Gods has saved my ass more times than I can count.

  • I’m playing a Kalashtar divine soul sorcerer/forge domain cleric. She’s got a ton of AC (with shield of faith it gets more insane), mind powers, and a few good damage options. For backstory, she receives memories of her past lives from her Quori spirit which she uses to forge things like firearms which don’t exist in the world yet. She does this to serve a god of technology that waits for her to build basically a giant robot statue so he can enter the world. Her flaws are that, while being a lady of noble birth, she can act very manly (because that’s how she resolved things in her memories) and she’s terrified of bodies of water, because in all her past lives she drowned in tragic ways. It’s one of the most fun characters I’ve played.

  • I’ve played a fighter 2/Divine Soul 6 character wore full plate and after getting an Amulet of Health became the party’s tank. As they stated it’s easy to focus on the buff/healing aspects the Cleric spell lists gives the Divine Soul access to but having access to attack spells that can do 3d10 or 4d6 (Inflict Wounds and Guiding Bolt, respectively) as early as level 1 shouldn’t be overlooked.

  • OMG! Another article from the Dungeon Dudes! My drow Divine Soul Sorceress of Lolth thanks you very much for the advice! I think DS is an amazing support class: let’s not forget Twinning Shield of Faith, Extending Mage Armor, but also Heightening Contagion is not bad at all… ok, the last one is not ver supportive…

  • Hats off to my absolute beast of a Divine Soul Sorceress Aasimar – Solaris – embodiment of the phoenix. There is nothing more kick ass than activating your wings, rezzing your party, then turning right back around to cast Meteor Swarm. Respect the Divine Soul Sorceress. Twin Spell that bitch to provide simultaneous support and crowd control.

  • Divine soul sorc crossed with hexblade warlock on a guardian aasimar. Rp was she was raised among clerics of Tritherion and acted like “one of the guys” only to find out she was actually a product of a fling Tritherion had with a mortal. The he blade side was an enemy of Tritherion trying to sway her. Elderitch blast for range, booming blade for close. Devil’s sight made things fun too.

  • Aasimar divine soul sorcerer lover here. If you go protector, you get 1 minute flight at 3rd level, and then it becomes unlimited at 14th! Also, if I were to give this combination an ability in homebrew, I’d give it an immunity to vampire bites – in fact, the biting vampire would immediately be affected by all of its weaknesses simultaneously, since I suspect the blood of an aasimar descended from, say, a solar, would basically be liquid sunshine.

  • I am playing a Divine soul Sorcerer Half-Elf from forrest tribe. The idea behind is a forrest celestial creatures like unicorns and coutls that marked his lineage. He was an underling of tribe`s druid and tryed to do “druidic” stuff for the tribe. Was not very successfull there. I focused on thematics of winds, spirits and flames with his spells. – Slow/Haste for spirit winds. Twinned for Haste. – Spirit Shroud + Scorching Ray also is nice. Holy Fire rains upon enemies that is in 10 feet. I like this combo for healing: Extended + Aura of Vitality. You can cast it in a fight. Bonus Action Healing. Good combo with Clerics Beacon of Hope. And you can finish healing after battles. Good healing in minutes. 20d6 in 1 min, 40d6 with Extended – Quickened Blade Ward + Dodge was very helpful if you REALLY need to hold your concentration. And surrounded on all sides. In was an epic last stand. – Bless always good. Quickened Scorching Ray + Twinned Fire Bolt with a d4. Also helps party. Took Fey Touched as a feat. He spied on a fey lady, that was naked. Got cursed for that and chased away by some plants 😀 Also did “rituals of giving” to fey with his druidic mentor. Backstory stuff. So fey touched is very appropriate. Last lvl up I took Metamagic Adept feat 😀 We`re lvl 8 now

  • While it can be niche depending on your encounter design, having both Quicken Spell and Twin Spell early does let you do a “Real Big Hurty” combo as early as level 5, by Quickening Fireball, then following it up with a Twinned Toll the Dead. 8d6 + 2d12 (assuming two failed saves) at level 5 is going to seriously injure or outright kill most regular opponents. Yes, it’s expensive, but oh so satisfying.

  • The best character i have played in 5e so far was a barbarian/divine soul sorcerer during a curse of strahd campaign. i was specked well enough (point buy) that i was healing for more hp than the knowledge domain cleric, but also doing more damage when in melee, than the fighter and monk, combined. i know that is unusual, but it was happening. However the point is that the divine soul is really awesome if made right. add the level of barbarian for that rage damage in melee as well as unarmored defense, and you can easily be the only one standing.

  • I’m playing a Fallen Aasimar Evil Divine Soul Sorcerer in our current D&D 5e game (not a murder hobo, he’s Neutral Good, an Angel of Retribution so to speak). Oddly enough, he’s more like a Street Fighter style martial artist than he is a D&D Sorcerer, just touch people and they take huge damage or die outright, and he’s just lvl 3. I took Transmute meta magic and rely on Shocking Grasp and Dragon’s Breath for most attacks so far. Will be dipping into Grave Cleric and Necromancer for a couple levels each, for efficiency. But the best part is the Anthropologist background, so my monster is also our party face man.

  • I’m currently playing a half-elf divine soul sorcerer who is an acolyte of Mystra. He grew up in the temple and believes he is a cleric, just not a regular cleric. He is all about magic and will prefer to do things with magic is at all possible. He mostly supports and buffs his allies and only rarely blasts things himself. He dislikes wizards as they don’t understand the feel of magic but instead use it like a tool. This has caused a few issues for the group. 😉

  • I made a changeling divine soul sorcerer whose real deity is Cyric, but whenever he shapeshifts he has a bunch of holy symbols and pretends to be a cleric of different deities all the time. This ties a lot into his and Cyric’s relationship, which is really fun bc they’re just going to treat all of these impersonations like funny jokes and they’re literally just homies, its a lot of fun. He also doesn’t have the highest wisdom score, so he’s just comically confident about it and will just go around flaunting about the idea that he’s clerics for different deities, its a lot of fun. you can also do this with eladrin seasons

  • Divine Soul / Life Cleric – Twinned Spell Healing Word = 1d4 + Mod + 2 + Lvl to each target, followed by Twinned Chill Touch = 1d8 necrotic damage to each target which can’t be healed back. This is the ultimate weapon against vampires, sure they’ll take half damage, but you negate them healing every turn and keep your allies alive long enough to kill them.

  • Recently I’ve been thinking about making a Divine Soul Sorcerer Aasimar named Uriel. I would mostly captilize on utillity and fire/radiant damage (prob take elemental adept for fire). Never had a chance to play DnD and depending on the setting this would be my first character, maybe try as a Light Cleric as I am a beginner to have a wider spell choice and armor.

  • My current character is a Divine Soul and while she is only level 6 at the moment, I have found her to be a great deal of fun and versatile. The versatility aspect is enhanced by the fact she is actually a Divine Soul 4, Life Domain Cleric 1, Wizard 1. By having the two other classes, it has allowed me to offload certain spells from my DS and pick other spells. By taking the Cleric, not only did I gain armor proficiencies which has saved me numerous times, it has allowed me to relegate my healing abilities to that aspect. Likewise with the wizard, I can relegate utility spells I might never need to cast in an encounter such as Longstrider and Featherfall that I wouldn’t have access to if I was only a DS. Also, ritual magic and lots of cantrips for roleplaying and general use. Last night, I was level 5 (3/1/1) and in a single encounter with a banshee and charmed sailors, I pulled off some great moves that really helped. In one instance, our monk and one of the other clerics were downed instantly by failing a saving throw. I was ahead of them but after the monsters in initiative order. So, as Kelly stated in the article, I twinned an upcasted Healing Word and brought them back into the fight. Another instance, one of the mobs was about to crit the same Cleric I had just revived only for me to throw a Silvery Barbs at it and turned a nat 20 into a complete miss. I wasn’t just defense though; I was also twinning guiding bolts and the like trying to help out as much as I could. I love the versatility of this character.

  • I miss some of the original material from UA (“Favored Soul”): Blessed Countenance (beautiful, youthful, imposing, etc.)- expertise on Charisma checks you’re proficient in… and Divine Purity (fear no plague… a great perk for those trips down to Hades vs. that dreaded gray wasting disease)… if I could combo that with Angelic form (always nice to ditch the wings at will for underwater campaigns, or spawn them as an Autumn or Winter Eladrin Elf just after Fey Stepping for added dramatic effect), I’d be one happy camper.

  • oh man, divine soul sorcerer was my first ever dnd character and i’ve made 3 different ones ever since -Cha Cleric: Bless, Guiding Bolt, Healing Word, Spiritual Weapon, Lesso Resto, Spirit Guardians, Fireball, Mass Healing Word, Dim Door -Enchantment/Illusion(Pre Abberant Mind) Sorc, Charm Person, Invisibility, Suggestion, Detect Thoughts, Hypnotic Pattern, Hold Monster Subtle Spell, Heightened Spell -Divine Champion(Blaster) Aasimar, Multiclass Celestial Warlock with Agonising Blast, Armour of Shadows Guiding Bolt, Shield, Spiritual Weapon, Scorching Ray, Spirit Guardians, FireBall, Banishment, Empowered Spell, Quicken Spell

  • This is also a valuable article for my religious Lore bard (who is probably dipping 1 into knowlage cleric for that medium armor and so she can have expertise in all knowlage skills). Quick aside, how do you think Spiritual Weapon plays with telekinetic and healing Word as bonus actions? I’m torn between taking that or Spirit Guardians for my other magical secret (because counter spell is non negotiable). On the one hand I have a lot of bonus actions, on the other, I have a lot of concentration spells.

  • Curious statements about using Quicken Spell with Spiritual Weapon. Even at higher levels, the rules as written state in the Player’s Handbook that you cannot use a leveled spell with another one if one is an action and the other is a bonus. Last I checked, quickening a spell still falls under this rule… unless WotC or another supplemental book says otherwise. If so, I’d love to hear it.

  • I’m considering making a multiclass character of a divine soul sorcerer/ fiend warlock Baalzebul tiefling. The idea is that the character is the result of a paring between a fallen assamar and a cultist and since baalzebul was not always a arch devil that this would add to the divine soul powers too. Baalzebul would then manipulate my character through childhood until they gave into becoming a warlock with him a patron so he could use her for his plans which my character would not know the final outcome of.

  • Haven’t played her yet, but I’ve been toying with the idea of a Tiefling Divine Soul sorcerer whose divine essence comes from Tharizdun, the Chained God, but not because she’s a descendant. Her mother, who was an adventuring Shadow Magic sorcerer at the time (I might want to look at giving her the Shadow Touched feat for that flavour), briefly contracted the abyssal plague from some plague demons very early in her pregnancy before being cured. As a result of this exposure to the abyssal plague in utero, she was born with a dark red crystalline mark similar to the sores found on those infected with the abyssal plague, but was perfectly healthy herself. Still, such a connection to the mad Elder Elemental Eye is bound to have some side effects, so she’ll occasionally have dreams/visions of an entity trapped in dark desolation whispering or shrieking its hate of and desire to destroy all that is. Like I said, I haven’t played her yet, so I haven’t really considered what schools of magic she might favour. Having watched this article now, and considering some other aspects of her background, I think I’m liking the idea of her leaning towards necromancy! Haven’t played a necromancer before, so this might be a fun build!

  • With the addition of Aura of Vitality to the Clerics spell list, which would you go for, Healing Word or Aura of Vitality? I’m playing a Sorlock (Divine Sorcerer/Hexblade). My party has no cleric and I’m trying to decide between the two. My 3rd Level slots are yearning for Counterspell, Fireball and Haste. Tough decisions!

  • Playing a divine soul in a homebrew which takes place on our earth and my dude basically went full on hustle Jesus with it, healing ppl making money. But then the campaign began he was introduced to ppl who dwarf his magic and has been on a whole journey from being cocky asshole to humble and understanding the weight of his gifts. Been dope af.

  • One of my very first ever games I ran as a DM I made a few characters for my team just in case they didn’t give a shit enough to make a character. (It was a Christmas 1 off I wrote as an effort to dabble) they were high level halflings playing the role of Santa’s elite task force of elves trying to taking down the evil “Grich” (green lich). By the end of it all my lv 6 lore bard lv 10 div sorc character that one of the players decided to take became the star of the show, the group named the party “Bahbs mop up team” by the end of if

  • Playing a Genie Dao Human Spell Sniper Warlock I need the metamagic option to quicken EB and fetch crits for the crusher feat. Now my build was made for a character up to 10th lvl so I’m going 8 Warlock and then Divine Soul Sorcerer, but since I need the feats I would stop the Sorcerer at 4th and then back all the way to Genie Warlock. I’m missing 9th lvl mystic arcanum. But I probably won’t get that far into the game and anyway the theme of my character is the Spell Sniper feat combined with crusher. I never dreamed to become a dragon at lvl 20.

  • My Divine Soul sorcerer got to 20th level and had a rather sad backstory, though he was a tiefling. He had almost all of the healing spells, including Regenerate and Mass Heal, and no second or third level spells, leaning heavily on the Staff of the Magi for that kind of thing. He tended to nuke you down with fire or lightning while keeping his friends on their feet, dancing around the battlefield in the air and raining down destruction. When he hit 20th level I got rid of mass Heal, because wish was just better for the healing factor, but I did get Meteor Storm. I also had an item that, for every level of spell I had, I had +1 spells of that level. So I had 2 ninth level spellslots to rain meteors onto my foes with. And yeah, twin spelling Guiding Bolt is FUN.

  • The DSS (Divine Soul Sorcerer) is decent enough on its own, but paired with a Hexblade, and you have the beginnings of an A.L. legal martial necromancer. (I’m working towards an 11/9 Hexblade/DSS split, and using Greater Restoration to restore levels of exhaustion looks silly.) The Celestial Warlock though looks promising with Aspect of the Moon. (I wish they swapped out Sacred Flame with Spare the Dying for this subclass.)

  • I just started playing a divine sorc and one big advantage this character has is they have the ability to have different damage types to get around resistances. Especially with the radiant damage types available to you now. This is big when facing all the fire resistant creatures in D&D. Twinned Haste, Invisibility, reduce/enlarge are lots of fun. I took quickened and debated long and hard about spiritual weapon. Also Spare the dying is a fantastic cantrip for a divine sorc.

  • I run a homebrew Wuxia/Wushu campaign and our divine soul sorcerer was the MVP with twin spells on death ward, revivify, guiding bolt, greater/lesser restoration, and healing word. Guidance, Bless, and spiritual weapon was super effective. Shame Life Transference is so risky since sorcerers only have the d6 hit die vs the d8. The PC did mention that Favored by the Gods should probably be used number of times equal to your prof. bonus or scale with level to bring it in line with bardic inspiration and song of rest. Thematically it doesn’t make sense that being favored by the gods is weaker than a bard. Empowered healing could use a range buff since 5 ft. of the sorcerer would imply the sorcerer is either on the front lines so allies can reroll dice, or you just use this during short rests when using hit die but if that is the case, the bard also gives extra healing during a short rest and it doesn’t cost anything and scales as you level up. However, during longer and higher level fights, healing in combat is used more often. Throw in that it costs a sorcery point makes it a little weak.

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