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Aasimar Divine Soul Sorcerer: Legacy 2014 Build

Legacy Aasimar and 2014 Sorcerer rules

From the Crit Hit Ceramics editorial team. See our editorial standards for sourcing, corrections, and assisted-drafting practices.

Rules scope: This guide uses legacy Aasimar traits from Volo’s Guide to Monsters and the 2014 Sorcerer/Divine Soul. Revised Aasimar and 2024 Sorcerer rules are separate.

Legacy Aasimar traits

All legacy Aasimar gain +2 Charisma and resistance to necrotic and radiant damage. Your subrace adds +1 to a different ability: Protector adds Wisdom, Scourge adds Constitution, and Fallen adds Strength. Healing Hands lets you touch a creature as an action to restore hit points equal to your character level once per long rest. It is not a spell and does not use a spell slot.

The subrace transformations arrive at character level 3 and last 1 minute after their action to activate. Protector’s Radiant Soul grants flight and adds your character level to one damage roll against one target on each of your turns. Scourge’s Radiant Consumption damages nearby creatures, including you, at the end of your turns and also adds your level to one target’s damage once per turn. Fallen’s Necrotic Shroud can frighten creatures that fail its save and adds its level-based damage once per turn to one target. These subrace abilities are distinct; you do not gain all three.

Divine Soul spells and features

Divine Soul does not give you the entire Cleric spell list. At Sorcerer level 1, Divine Magic grants one additional spell known based on your chosen affinity. When you learn Sorcerer spells, you can choose from the Sorcerer or Cleric list, within the Sorcerer’s normal spells-known and spell-level limits. Sorcerers know spells rather than preparing a fresh Cleric list each day.

Favored by the Gods lets you add 2d4 to a failed saving throw or a missed attack roll. It costs no Sorcery Points and returns after a short or long rest. At Sorcerer level 6, Empowered Healing lets you spend 1 Sorcery Point when you or an ally within 5 feet rolls dice to determine healing from a spell; you can reroll any number of those dice once per turn and use the new rolls. It does not reroll Aasimar Healing Hands.

Choose an affinity and spell role

Pick the Divine Soul affinity spell that fits the character and group. The rest of your known spells can include healing, defense, control, and damage, but the total remains limited. Healing word can restore an ally at range as a bonus action; bless supports multiple allies with concentration; guiding bolt combines damage with help for the next attack. You are not required to be the party’s only healer.

Careful Spell protects selected creatures from failing their saves, but does not cancel effects that still happen on a successful save. A creature that succeeds against fireball still takes half damage. Empowered Healing is a separate level-6 feature with a Sorcery Point cost; do not merge the two features into one healing or protection pool.

Ability scores

A legal 27-point-buy base is Strength 8, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 12, Charisma 15. Apply legacy Aasimar increases once. For Protector, the result is Strength 8, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 13, Charisma 17. For Scourge, Constitution becomes 15; for Fallen, Strength becomes 9. Charisma 16 can also be built from a different legal base, but it is not guaranteed by adding Charisma twice.

Charisma supports spell attacks and save DC; Constitution improves hit points and concentration; Dexterity helps AC and initiative. Revised MotM Aasimar uses a different ability-score method and traits, so choose a single species version.

Metamagic and turn planning

The 2014 Sorcerer chooses two Metamagic options at Sorcerer level 3 and gains more at levels 10 and 17. Metamagic Adept grants two options and 2 Sorcery Points. Quickened Spell costs 2 points. If you cast a spell as a bonus action on your turn, the spell cast with your action that turn must be a cantrip with a one-action casting time. Twinned Spell costs points equal to the spell’s level, minimum 1, and has target restrictions; Twinned haste costs 3 points.

Subtle Spell removes verbal and somatic components only. Material components remain unless a feature removes them, and the option does not guarantee that every casting is undetectable or impossible to counter. Fey Touched grants misty step as a bonus-action spell; plan its use around the turn’s one bonus action.

Planning a turn

Aasimar transformation uses an action, so activate it before you need to spend your action on a critical spell when possible. Healing Hands also uses an action and requires touch range. Divine Soul’s healing word is a bonus-action spell; after casting it, your action spell that turn must be a one-action cantrip. You cannot use a bonus-action spell and then cast a leveled action spell under the 2014 rule.

Resource timing matters. Favored by the Gods returns on a short or long rest, while Healing Hands and the Aasimar transformation return on a long rest. Sorcery Points normally return on a long rest. Empowered Healing spends one point and works only when its spell-healing trigger occurs. Keeping these pools separate makes it easier to choose whether the moment needs healing, protection, or Metamagic.

Official rules sources

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