Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. 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 natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the 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
- Divine Magic: Improved
- Favored by the Gods: Unchanged
- Restorative Spell: Added
- Empowered Healing: Unchanged
- Angelic Form: Unchanged
- Unearthly Recovery: Unchanged
Divine Magic
(Improves 1st level "Sorcerous Origins" feature)
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting
You also learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table as well as the Divine Source Spells as determined by the affinity for the source of your divine power: good, evil, law, chaos, or neutrality. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the cleric spell list.
Divine Spells
All Affinities
Sorcerer Level | Spells |
---|---|
1st | Guiding Bolt |
3rd | Spiritual Weapon |
5th | Spirit Guardians |
7th | Guardian of Faith |
9th | Flamestrike |
Good Affinity
Sorcerer Level | Spells |
---|---|
1st | Cure Wounds |
3rd | Aid |
5th | Mass Healing Word |
7th | Aura of Purity |
9th | Summon Celestial |
Evil Affinity
Sorcerer Level | Spells |
---|---|
1st | Inflict Wounds |
3rd | Hold Person |
5th | Animate Dead |
7th | Banishment |
9th | Contagion |
Law Affinity
Sorcerer Level | Spells |
---|---|
1st | Bless |
3rd | Calm Emotions |
5th | Remove Curse |
7th | Locate Creature |
9th | Greater Restoration |
Chaos Affinity
Sorcerer Level | Spells |
---|---|
1st | Bane |
3rd | Silence |
5th | Dispel Magic |
7th | Freedom of Movement |
9th | Insect Plague |
Neutral Affinity
Sorcerer Level | Spells |
---|---|
1st | Protection from Evil and Good |
3rd | Lesser Restoration |
5th | Revivify |
7th | Death Ward |
9th | Dispel Evil and Good |
Favored by the Gods
(1st level feature)
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can't use it again until you finish a short or long rest.
Restorative Spell
(Added 2nd level feature)
When you cast a spell that targets a single creature, you can spend 2 sorcery points to end either one disease or one condition affecting it. The condition can be blinded, deafened, paralyzed, or poisoned.
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Empowered Healing
(6th level feature)
Starting at 6th level, the divine energy coursing through you can empower 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.
Angelic Form
(14th level feature)
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery
(18th level feature)
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.