Divine Soul Sorcerer Subclass Guide 5e – Damage, Healing, Why Not Both?

Last Updated on January 22, 2023

This guide was written with the intention of giving you a comprehensive, scannable introduction to playing a Divine Soul Sorcerer in Dungeons & Dragons 5e.

To help you get to grips with this hybrid arcane and divine, Charisma-based spellcasting class, we’ve broken down some of the key features and abilities that help make the Divine Soul Sorcerer a powerful addition to an adventuring party, capable of slinging devastating fireballs and healing magic in equal measure, as well as serving as a charming face in social situations. 

No class is perfect, however, and the Divine Soul Sorcerer is no exception.

We’re also going to go into some of the drawbacks of this subclass, as well as how to compensate for these shortcomings as your character progresses through a campaign. 

Next, this guide goes into the features that define the Divine Soul Sorcerer in detail, and tackles the basics, like ability scores, races, backgrounds, and skills, so you’ll know how to get the most out of the class right from level one.

We follow this up by covering the basics, like Hit Points, Proficiencies, Equipment, and any Class-specific skills. Then we go through what you’ll get at each level as your character progresses. 

We’ll also be taking a look at Feats. They’re an optional part of 5e that a lot of people tend to skip in favor of a few extra ability points.

If you’re interested in feats and how they can transform your Divine Soul Sorcerer build, we’ve broken down some of the ones that synergize best with this subclass.

Lastly, we’ve put together a progression section, which shows you how to build aDivine Soul Sorcerer from level 1 to 20.

You can jump to any of these topics below using the table of contents below.

Black Citadel’s Ranking and Tier System

In our ongoing series of 5e class guides, we use the following color rating scheme:

  • Red – C Tier. Red options can sometimes be situationally useful, and might make for an interesting narrative choice, but are largely less effective than other tiers.
  • Green – B Tier. A solid choice, but nothing that is absolutely critical for a build, or can be very good but only situationally.  
  • Blue – A Tier. An excellent choice. Widely regarded as powerful in some way, useful, and highly effective. 
  • Purple – S Tier. The best of the best. Objectively powerful or transformative in some way. No choice in D&D is essential, but these options are definitely worth considering when you create your character.

Our goal here is to provide scannable, but comprehensive guides for you as you develop your character.

While we might sometimes make reference to unofficial or homebrew content to illustrate a point (or just because it’s too cool not to talk about) every option we suggest is legal in the official rules for D&D 5e as published by Wizards of the Coast.

What is a Divine Soul Sorcerer?

All Sorcerers are defined to some degree by the origin of their powers. Just as the nature of a Warlock’s patron affects their abilities, so too does the font of magic from which a Sorcerer’s magic flows.

Whatever the source, a Sorcerer is a conduit for raw magical energy, capable of intuitively warping the laws of magic (and physics) at will.

A Sorcerer with a Divine Soul origin is both a source of raw arcane energy and divine power. Mechanically this means that, in addition to Sorcerer spells, you also gain access to the Cleric’s spell list. 

Thematically, there are loads of interesting ways that your sorcerous origin can help you frame your character and their backstory. 

The Divine Soul was introduced to D&D 5e through Xanathar’s Guide to Everything, and offers the following suggestions. 

“Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.”

Because of the Sorcerer class’ inherently limited pool of known spells, the fact that the Divine Soul gets a whole secondary spell list to choose from can feel a little overwhelming.

The plus side is that there are a bunch of different ways to focus this subclass’ abilities – something with which having a clear idea of your character’s backstory can be a huge help –  from healer to damage dealer to battlefield controller, or even a utility support. 

Let’s dive into the Sorcerer features and subclass-specific abilities that define a Divine Soul Sorcerer. 

Divine Soul Sorcerer Defining Abilities 

  • Extensive, versatile spell list 
  • Divine “Bardic Inspiration” 
  • Flight at higher levels 

In this section, we’re going to look at some of the unique features that set the Divine Soul apart from other Sorcerers.

First though, because it forms such a critical element of any Sorcerer’s playstle, we’re going to quickly cover the concepts of Sorcery Points and Metamagic. 

Font of Magic

Starting at 2nd level, your magical powers begin to manifest themselves as Sorcery Points and Flexible Casting, which you can use to create a variety of magical effects. Sorcery Points are the engine that powers the class.

Each Sorcerer gets 2 Sorcery Points at 2nd level and your pool increases in step with your Sorcerer level. Sorcery Points only reset on a long rest, so at early levels in particular, you’ll need to manage them carefully. 

They not only allow you to use Flexible Casting to convert your spell slots into sorcery points (very useful at higher levels when you have a large pool of spell slots) and vice versa (converting Sorcery Points into spell slots is probably too expensive to be optimal, but it’s nice to have the option).

The main use for your Sorcery Points, and the thing that makes the Divine Soul (as well as all sorcerers) a unique and powerful class, is Metamagic.


Metamagic is the heart of the Sorcerer class, allowing you to twist and adapt your spells to be more powerful, and solve unique problems.

Because you get a smaller spell list than other spellcasters (and can’t swap out a list of prepared spells every day) your Metamagic really becomes the toolkit that lets you remain able to adapt to every situation.

The Divine Soul’s access to Cleric spells takes this subclass’ Metamagic feature to a whole new level, with the potential for greater healing output and summoning even greater divine effects to dominate the battlefield. 

At 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Careful Spell can be useful if you want to go for a more area of effect damage or crowd control-focused build, although you can usually solve those same problems with careful spell placement, communicating with your allies, or choosing a different spell. 

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

For most sorcerers who don’t have access to many touch-based spells, this is a mid-tier option at best. However, a lot of useful Cleric spells like Cure Wounds, Plane Shift, and Greater Restoration, require touch. Being able to affect a target 30ft away can be hugely effective. 

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Being able to reroll ones and twos on damage rolls can be super powerful, particularly in situations where you’re dealing multiple dice worth of damage to multiple targets. 

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

While this is really useful for spells with 1 round durations like Blade Ward and Chill Touch – effectively doubling these spells’ damage – combats longer than a minute of game time are extremely rare, so burning Sorcery Point on a 20 minute Blade Barrier isn’t going to be much more use than the 10-minute standard duration. 

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

The high Sorcery Point cost is the only reason this isn’t essentially a required pickup, but at later levels when your pool of points is much larger, this is a great way to ensure that you don’t waste your last big spell slot trying to land that all-important last spell against the BBEG. 

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

This is huge. The ability to spam out a second powerful spell on your turn is what can transform a Sorcerer into a truly terrifying (and versatile) force on the battlefield. 

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Ok, the only reason this spell isn’t in the C-Tier is the fact that, if you get captured, tied up, or otherwise disabled, the ability to cast Blink, Charm Person, or something else that’s going to get you out of a jam will make this choice feel well worth it. 

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

While you can use Twinned Spell to double your damage output per round with single-target spells, you can do this more effectively with Quickened Spell (throwing out two upcasted Fireballs as an action and a bonus action may be the purest joy associated with this class).

The power of Twinned Spell is in the fact that it allows you to affect more than one target with spells that require concentration, like Haste and Polymorph.

However, because the point cost scales with the spell’s level, this can also be the most expensive metamagic option, so you may want to restrict yourself to applying Twinned Spell to lower-level spells. 

Divine Soul Features

1st Divine Magic, Favored by the Gods

6th Empowered Healing

14th Otherworldly Wings

18th Unearthly Recovery

Divine Magic 

This feature lets you learn spells from the Cleric spell list, allowing you to delve into becoming your party’s healer, as well as access some of the Cleric’s more powerful damage and battlefield control abilities.

You also get an additional spell based on the affinity of the entity from which your powers stem. You treat it as a Sorcerer spell, but it doesn’t count against your number of spells known.

If you later replace this spell, you must replace it with a spell from the Cleric spell list.

Goodcure wounds
Evilinflict wounds
Neutralityprotection from evil and good

Being able to access the full list of Cleric spells is an amazing feature of this class, and you could very easily play a Divine Soul Sorcerer as essentially a Cleric with Metamagic – which is badass.

You get access to the best roster of healing, utility, and divination spells in the game. The only issue here, honestly, is too much choice. 

Favored by the Gods

From 1st level, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, like your own personal mini pool of bardic inspiration. Once you use this feature, you can’t use it again until you finish a short or long rest.

It’s very rare – and honestly kind of weird – for a class’ bonus-to-roll feature to grant more than one die, and the law of averages means that 2d4 is usually going to yield better results than the 1d6 granted by Bardic Inspiration. Really useful to hold in your back pocket for a potentially life-saving bonus. 

Empowered Healing

Starting at 6th level, your divine magic naturally amplifies the effect of healing spells. Whenever you or an ally within 5 feet of you rolls 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. This is a nice little boost to your Metamagic, even though it requires burning a Sorcery Point. 

Personally, I think this would be better as a metamagic feature where you could burn 1 Sorcery Point per round in order to add 1d4 + Charisma to all healing spells that affect allied creatures within 30ft, but that’s just me; rerolls on damage dice, which tend to be smaller and therefore less impactful, just aren’t mega satisfying. 

Otherworldly Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back that give you a flying speed of 30ft. There’s no limit on how often you can use this ability, so congrats flyboy, you’re a beautiful magical bird now. 

Unearthly Recovery

At 18th level, you can use a bonus action once per long rest when you have fewer than half of your hit points remaining to regain a number of hit points equal to half your hit point maximum.

This reminds me a lot of the death defiance feat from Hades and, while it’s just mechanically ok, I love the idea of your body filling with holy light allowing you to dive back into the fray anew. 

Divine Soul Sorcerer Limitations

  • Small pool of spells known
  • Poor decisions early on can leave you feeling underwhelming later 
  • Miniscule HP pool 

The Divine Soul Sorcerer’s access to the Cleric spell list only compounds one of the biggest issues with the class as a whole: you have to choose a very small pool of spells from a massive list (seriously, you have 301 spells to choose from once you max out your levels, which you have to whittle down to a mere 15 spells and 6 cantrips), meaning that any choice can leave you feeling like you made the wrong decision if it doesn’t feel useful often enough. 

A Wizard is powerful because they have a vast toolkit – the right spell for every situation. A Sorcerer has a much smaller toolkit, but Metamagic means that with the right spells you can adapt that toolkit to suit any situation.

However, that also puts a great deal of pressure on choosing the right spells. The opportunity cost of picking up an absolute lemon of a spell is so much greater than for a Wizard that can switch out spells every day.

While you have a few opportunities to change and add spells as your character progresses, the decisions you make early on have real, lasting impact. 

One area where Sorcerers and Wizards are completely aligned, however, is in the fact that they share the smallest Hit Dice in the game – a d6 – meaning you can easily have as few as 5 hp at 1st level.

While the Fighters and Paladins can charge headlong into danger even at level one, you’re going to have to pay a lot more attention to your positioning. 


While a lot of DMs and players tend to ignore Feats (they’re a somewhat maligned element of 5e), if you’d rather get something a little more flavorful than an ability score bump, here are a few options that synergize well with a Divine Soul Sorcerer. 

If you want to take a Feat at first level, one of the best races to play is a Variant Human. The +1 bonus you receive to two ability scores of your choice, and the free Feat at 1st level make for a really good start to the class, particularly if you pick one of the feats below.

Metamagic Adept

Added to 5e as part of Tasha’s Cauldron of Everything, the Metamagic Adept Feat gives you an additional Metamagic and an extra 2 sorcery points. This is really great if you’re stuck between two Metamagic effect choices, or just want a little extra boost to your class’ core competency. 


Both an excellent thematic choice (think Eleven from Stranger Things – an excellent example of a Sorcerer in pop culture, although perhaps not with an origin you could call Divine… The Aberrant Mind perhaps) and a great use of your bonus action that doesn’t require you to burn a spell slot.

Also, the ability to get an enemy out of melee range will definitely help you be a little more survivable. Bonus points if you blast them off a nearby cliff. 

Ritual Caster 

Sorcerers don’t get access to ritual casting, unlike Wizards and Warlocks. The Ritual Caster Feat is a good way to fix that, allowing you to cast spells like Detect Magic without having to use up one of your small pool of known spells.

It also gives you the opportunity to pick up spells like Find Familiar which aren’t on the Sorcerer or Cleric spell lists. 

Spell Sniper 

Sorcerers are already a very cantrip-focused class. Not only does your Metamagic allow you to enhance and teak the effects of your 0-level spells, but you also have a bigger pool of cantrips than any other class.

The Spell Sniper Feat is great if you want to lean into being a master of cantrips. When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.

Your ranged spell attacks ignore half cover and three-quarters cover. And you learn one cantrip that requires an attack roll – might I suggest picking up Eldritch Blast? 


This is a great Feat on just about any class. Reroll a d20 (attack, check, or save), or force an enemy to reroll their attack 3 times per long rest. For a subclass that can struggle with survivability, it can never hurt to have more ways to make your enemies miss an attack. 

Getting Started

Ability Scores 

  • Primary: Charisma
  • Tier II: Dexterity, Constitution 
  • Tier III: Intelligence, Wisdom
  • Absolute Dump Tier: Strength

Strength: More or less completely unnecessary. Leave hitting people with melee attacks to the melee fighters.  

Dexterity: Because of your lack of proficiency with any armor, your AC is going to be almost completely dependent on spells like Mage Armor or your Dexterity. Also helps with Stealth checks and initiative rolls. 

Constitution: Your Hit Die is already a measly d6. Constitution is a great way to get your pool of hit points higher, as well as helping out with concentration-saving throws. 

Intelligence: Useful for skills like Arcana and History if your party is made up of ax-wielding meat heads and people who went to “bard college”.  

Wisdom: Handy for Perception checks (easily one of the most important skills in the game). 

Charisma: The be-all and end-all of your spellcasting abilities, as well as your effectiveness in social situations. 


As a Divine Soul Sorcerer, your primary ability score is going to be Charisma, so any race that gives you a boost to that score is going to be good.

Beyond that, we’re looking for races that increase your Dexterity and Constitution, give you interesting special abilities, and maybe some cool languages or extra spells. 

Rules for Eladrin can be found in Morenkainen’s Tome of Foes. Rules for the Variant Human and Tiefling can be found in the Player’s Handbook


A +1 to Constitution and a +2 to Dexterity makes for a great start to any Sorcerer Build. Add the Eladrin ability to teleport and create different magical effects depending on their chosen seasonal aspect, and you have one of the best foundations for a Sorcerer you could hope for. 

For our full-length article that explores the Eladrin in depth, click here

Variant Human 

Humans are known throughout D&D for their versatility, and the Variant Human is no exception. A +1 bonus to two ability scores of your choice (choose Strength and Charisma), and a Feat at level one (like any of the ones mentioned above) are a great place to start almost any build, and the Divine Soul Sorcerer is no exception. 


While the +1 to Intelligence is neither here nor there, the +2 bonus to Charisma is just what the Cleric ordered. You also get resistance to fire damage (perfect for someone who probably spends a lot of time playing with fireballs) and some extra innate spells, which is never a bad thing for a Sorcerer.

Most of all, however, the mixture between “divine” and “demonic” ancestries can make for a dramatic backstory of biblical proportions. Your DM will thank you for giving them such a rich vein to mine for potential skullduggery between the forces of heaven and hell. 

Our full Tiefling guide is here.


Good: Acolyte, Criminal, Haunted One

Sorcerers already start out with some great skill options, so there’s no burning need to pick a background that pads out your proficiencies, and no one “best” option. I’d advise picking something thematic that fits within your backstory, as well as maybe choosing something with a useful feature. 


A religious background is an interesting fit for someone with ties to the divine. Maybe your lineage was identified from a young age, prompting you to be raised within the walls of a convent, relentlessly training for a prophecy you were destined to fulfill.

Insight and Religion are both perfectly serviceable skills, two extra languages are never a bad thing, and free healing and shelter in a temple of your chosen deity is sure to come in handy at least once. 


Sorcerers are often hunted or cast as the villains by powerful rulers and religious orders who fear their innate powers. A Sorcerer who turned to a life of crime to survive is an interesting narrative place to begin.

You also get Deception and Stealth proficiency, which is never a bad thing, and your criminal contacts feature is great if you need to get out of a jam. 

Haunted One 

This background was introduced in Curse of Strahd and is the ideal avenue if you want to give your Sorcerer a dark past.

The Haunted One is defined by a great tragedy – from the curse of lycanthropy to the decidedly X Files option of “An oni took your sibling one cold, dark night, and you were unable to stop it.”

You gain two skills from among Arcana, Investigation, Religion, or Survival, a Monster Hunter’s Pack (probably the best bundle of starting gear in the game), and a couple of languages.

Your class feature functions somewhat similarly to the Folk Hero’s Rustic Hospitality, ensuring that common folk will always be happy to lend you a helping hand. 

Example Divine Soul Sorcerer Build 

Like we said before, there are a number of ways to build a Divine Soul Sorcerer, from Metamagic healer to an avenging angel of a thoroughly Old Testament-style god.

This example build tries to strike a balance between healing and offensive spells that maintain the flavor of a divine-touched conduit of raw magical power.

Also, because Sorcerers benefit so much from a good Feat, we’ve squeezed two of them into this build. 

Narratively, this build suits a character who is still on the path to fully accepting their abilities as they flee a violent tragedy that awakened their abilities, carried by fate steadily towards a destiny they have yet to fully comprehend. 

1st Level 

Ability Scores (standard array): Strength (8), Dexterity (14), Constitution (13), Intelligence (10), Wisdom (12), Charisma (15). 

Race: Variant Human 

Ability Scores Increase: +1 Charisma (16), +1 Constitution (14) 

Feat: Telekinetic 

Languages: Common, Celestial 

Background: Haunted One 

Skill Proficiencies: Arcana, Religion

Languages: Abyssal, Infernal

Equipment: A monster hunter’s pack (containing a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), a set of common clothes, and 1 sp.

Trinket: Roll a d100 on the Horror Trinket table

Feature: Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.



Spells Known

Cantrips: Thaumaturgy, Light, Fire Bolt, Spare the Dying 

1st: Guiding Bolt, Shield

Sorcerous Origin: Divine Soul 

Divine Magic (Good): Cure Wounds 

Favored by the Gods

2nd Level 

Font of Magic

Add Spell: Burning Hands

3rd Level 


  • Distant Spell
  • Quickened Spell

Add Spells: Inflict Wounds, Hold Person, Invisibility/Knock

4th Level 

Feat: Metamagic Adept

  • Twinned Spell 

Add Cantrip: Minor Illusion 

Add Spell: Lesser Restoration 

5th Level

Add Spell: Fireball, Mass Healing Word

6th Level

Empowered Healing

Add Spell: Haste 

7th Level

Add Spell: Guardian of Faith 

8th Level

Ability Score Improvement: +2 Charisma (18)

Add Spell: Polymorph or Banishment

9th Level

Add Spell: Cone of Cold, Polymorph or Banishment (whichever one you didn’t choose at 8) 

10th Level


  • Empowered Spell 

Add Cantrip: Mage Hand 

Add Spell: Hold Monster 

11th Level

Add Spell: Sunbeam 

12th Level

Ability Score Improvement: +2 Charisma (20)

13th Level

Add Spell: Crown of Stars 

14th Level

Otherworldly Wings

15th Level

Add Spell: Incendiary Cloud (or Holy Aura)

16th Level

Ability Score Improvement: +2 Constitution (16)

17th Level


  • Subtle Spell 

Add Spell: choose from Meteor Swarm/Mass Heal/True Resurrection

18th Level

Unearthly Recovery

Add Spell: Greater Restoration 

19th Level

Ability Score Improvement: +2 Dexterity (16)

Add Spell: Heal or Harm

20th Level

Sorcerous Restoration: regain 4 expended sorcery points whenever you finish a short rest.

Add Spell: Conjure Celestial or Finger of Death


A Beginner’s Guide to the Divine Soul Sorcerer 

Some Sorcerers draw their power from ancestral connections to draconic ancestors, or tap into the swirling vortex of wild magical energy within their bodies and souls.

A Divine Soul Sorcerer’s being is somehow touched by the divine (no, this isn’t a Della Reese situation, although I guess that’s not without the realm of possibility, TAZ fans). 

While conventional wisdom suggests that this means they draw their power from a good-aligned god or celestial entity, this isn’t necessarily the case. When you create your Divine Soul Sorcerer, you choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality.

The nature of the source of your divine power not only affects your character thematically but also determines the Cleric spell granted to you by dint of your divine association. 

The addition of divine spellcasting to what is otherwise a fully arcane spellcasting class is what sets the Divine Soul Sorcerer apart from its peers.

If you can’t decide between playing a divine caster like a Cleric, or an arcane caster like a Wizard, Warlock, or other Sorcerer subclass, choose the path of the Divine Soul.

The ability to apply sorcerous Metamagic to divine spells like Cure Wounds or Protection from Good and Evil makes playing this subclass an interesting and unique experience. 

For example, being able to use Distant Spell on healing effects that require touch like Cure Wounds or Lesser Restoration can seriously elevate your role as the party’s healer. 

Because of the Divine Soul’s massive spell list, Metamagic, and ability to boost the party’s healing capabilities, this subclass can fill any number of roles within a group of adventurers. 

Depending on the strengths and weaknesses of your group, you can push this subclass in any number of directions.

If your party has a powerful evocation Wizard focused on dealing massive amounts of damage, you can pick up utility spells instead to round out your party’s ability to control the battlefield and bypass problems outside of combat.

If your party needs a healer, you can instead focus on playing into the Cleric spell list, grabbing Cure Wounds and Healing Word to keep your allies on their feet and fighting.

Even if your party already has a half-healer like a Bard, your own spells and Empowered Healing feature can more than make up for having a dedicated healer like a Cleric.

Your lack of hit points and melee damage means that you’ll do best in a party with someone capable of standing in the front line, drawing enemy fire so that you can cast spells and buff your companions in peace. 

D&D 5e is pretty forgiving when it comes to the idea of “party composition”. I’ve seen all-martial parties, three druids and a warlock, and even the hilarious glass cannon that is the all-Wizard party.

All of them are probably going to be fine.

However, if you’re playing in a group that really focuses on combat, or that just likes the fact that different people are good at different things (it’s really satisfying to feel like you’re unmatched within a particular niche) then picking a well-rounded party whose skills play well together can be really satisfying. 

Even though you can cast a wealth of defensive spells, from Misty Step to Shield, not to mention the whole host of things Clerics can do to prolong life, you are still going to be an ultra squishy caster at heart.

Your talents are going to be better spent dishing out damage and helping your allies, not frantically spamming Blur as a way to stay alive.

Therefore, pairing your Divine Soul Sorcerer with a Fighter, Paladin, or Barbarian is a great way of ensuring your enemies will be focused on the over-muscled warrior with a very large sword, rather than on hacking away your pool of 6 hit points in a single hit. 

Like I mentioned above, your propensity for being a half-healer means that you fit in well alongside another half-healer like a Druid or a Bard.

Together, you should be able to keep the party topped up while still being able to play to your other strengths.

Speaking of which, your role as a full caster with healing means that your talents are going to feel a little wasted in parties that have either a Wizard or a Cleric. However, if you kind this is the case, you can still select spells that mean you won’t all tread on one another’s toes.

When it comes to throwing out buffing spells like Haste or Enhance Ability, having a Rogue in your party who will benefit from an extra attack or advantage on skill checks is a great combination. 

The Sorcerer is not only a Charisma-based class, but gets the chance to grab some very useful “face” skills including Deception, Insight, Intimidation, and Persuasion.

A party without another high-Charisma class (like a Bard, Paladin, or Warlock) will thank their lucky stars they have you with them when they run up against situations that can’t be solved with the judicious application of sharp objects.

As just about any great sci-fi or fantasy epic loves to remind us, there’s a lot of narrative potential in having a touch of destiny about you.

The Divine Soul Sorcerer’s possible relationship to celestials, demons, and other (stranger) entities from the planes of law or chaos can make for a really interesting character arc, perhaps as a servant of hell, a spy for the forces of light, a foretold prophet, a hunted experiment, or a savior who doesn’t yet know the extent of their fate.

However you choose to characterize it, both the mechanical and narrative components of this arcane-divine hybrid spellcaster class make for one of the most interesting character foundations in all of D&D

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