Divine Soul

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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

(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.