I had a chance to check out Rodney Thompson's conversion of the Favored Soul from 3.5 to 5th and have been pondering over it for weeks. While I do feel that there were some very interesting ideas presented I do feel that there were some things that were left out.
In 3.5 Favored Soul was to the Cleric what Sorcerer was to the Wizard. Cleric being more martial it would make sense that the Favored Soul was martial as well. This is a problem in 5th ed because the Favored Soul is not a distinct class, but a sub class of the sorcerer class, which is not a martial. Though it would make sense that an individual with a celestial bloodline would have a natural martial affinity.
In 3.5 Favored Soul only cast Divine Magic and had to have a deity that that granted them spells similar to Clerics. Rodney's conversion is mainly Arcane, which is nothing like the the Favored Soul of 3.5, instead it Poaches the Domains of Clerics and I think that is the main issue with the write-up.
The extra attack is something that will pretty much never get used by most Sorcerers due to the fact that their cantrips will do far more damage than any melee attack they can do by 6th level. However there options to make the melee damage as good if not better than cantrips, it would just take some investment.
Divine wings was well done, even though it mirrors Dragon wings. Wings are something that they got in 3.5 and have a long standing association with divine (demonic) beings.
In any case I did a write up that has abilities that Synergize better much in the same way the other two origins do. Finally I made it so a that Favored Souls can only cast Divine Magics so that a Sorcerer has the option to be what a Sorcerer is to a Wizard, but for a Cleric, but still be Distinctly different and does not need to rely on having a god. This is more of a pure caster version.
I also honestly feel that the Favored Soul is something granted in the blood like the Dragon Origin or being exposed to something other like the wild mage. I do not see them as having to serve the gods if they do not want to.
Celestial Ancestry
At 1st level you gain the following:
You choose spells known from cleric spell list instead of the sorcerer spell list.
You can speak, read and write Celestial. Additionally, whenever you make a Charisma Check when interacting with celestials, your proficiency bonus is doubled if it applies to the check.
Unarmed Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, you gain unarmed defense equal to 10 + your Dexterity modifier + your Charisma Modifier.
Radiant Affinity
Starting at 6th level, when you cast a spell that deals radiant damage, add your Charisma modifier to that damage. Additionally you can spend 2 sorcery points to change the damage of a spell to radiant damage.
Divine Wings
At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat like your choice), gain a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Radiant Might
Starting at 18th level, your enemies have disadvantage on saving throws against your spells that cause radiant damage. Additionally you have advantage on spell attacks for spells that cause radiant damage.
In 3.5 Favored Soul was to the Cleric what Sorcerer was to the Wizard. Cleric being more martial it would make sense that the Favored Soul was martial as well. This is a problem in 5th ed because the Favored Soul is not a distinct class, but a sub class of the sorcerer class, which is not a martial. Though it would make sense that an individual with a celestial bloodline would have a natural martial affinity.
In 3.5 Favored Soul only cast Divine Magic and had to have a deity that that granted them spells similar to Clerics. Rodney's conversion is mainly Arcane, which is nothing like the the Favored Soul of 3.5, instead it Poaches the Domains of Clerics and I think that is the main issue with the write-up.
The extra attack is something that will pretty much never get used by most Sorcerers due to the fact that their cantrips will do far more damage than any melee attack they can do by 6th level. However there options to make the melee damage as good if not better than cantrips, it would just take some investment.
Divine wings was well done, even though it mirrors Dragon wings. Wings are something that they got in 3.5 and have a long standing association with divine (demonic) beings.
In any case I did a write up that has abilities that Synergize better much in the same way the other two origins do. Finally I made it so a that Favored Souls can only cast Divine Magics so that a Sorcerer has the option to be what a Sorcerer is to a Wizard, but for a Cleric, but still be Distinctly different and does not need to rely on having a god. This is more of a pure caster version.
I also honestly feel that the Favored Soul is something granted in the blood like the Dragon Origin or being exposed to something other like the wild mage. I do not see them as having to serve the gods if they do not want to.
Celestial Ancestry
At 1st level you gain the following:
You choose spells known from cleric spell list instead of the sorcerer spell list.
You can speak, read and write Celestial. Additionally, whenever you make a Charisma Check when interacting with celestials, your proficiency bonus is doubled if it applies to the check.
Unarmed Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, you gain unarmed defense equal to 10 + your Dexterity modifier + your Charisma Modifier.
Radiant Affinity
Starting at 6th level, when you cast a spell that deals radiant damage, add your Charisma modifier to that damage. Additionally you can spend 2 sorcery points to change the damage of a spell to radiant damage.
Divine Wings
At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat like your choice), gain a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Radiant Might
Starting at 18th level, your enemies have disadvantage on saving throws against your spells that cause radiant damage. Additionally you have advantage on spell attacks for spells that cause radiant damage.
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