Divine Sorcery

Wield Divine Power

Revised by Gabe Grimoire
A divine source glimmers within you, giving you a spark of magic. This power arises from a powerful Celestial, often times a Deity, but sometimes some other powerful Celestial—such as an angel or ki-rin.   Your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. Your presence might also be seen as a threat by some religious hierarchies. Whatever the case, you undeniably wield power connected to the realm of gods.

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Divine Spells

Level 3 feature   When you reach a Sorcerer level specified in the Divine Spells table, you thereafter always have the listed spells prepared.  
Sorcerer Level
Spells
3
Cure Wounds, Guidance, Inflict Wounds, Lesser Restoration, Prayer of Healing
5
Beacon of Hope, Revivify
7
Banishment, Divination
9
Commune, Summon Celestial
   

Favored by the Gods

Level 3 feature   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.  
 

Empowered Healing

Level 6 feature   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.  
 

Otherworldly Wings

Level 14 feature   You can use a Bonus Action to manifest a pair of spectral winds from your back. While the wings are present, you have a Fly Speed of 30 feet. The wings last until you’re Incapacitated, you die, or you dismiss them as a Bonus Action.   The appearance of the spectral wings reflects the source of your dine power: eagle wings for good or lawful, bat wings for evil or chaotic, and dragonfly wings for neutrality.  
 

Unearthly Recovery

Level 18 feature   You gain the ability to overcome grievous injuries. As a Bonus Action when you are Bloodied, 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.