Divine Soul Sorcerer

Divine Soul Sorcerer

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 Soul Origin Spells

Sorcerer Level Spells
1st guiding bolt or shield of faith
3rd prayer of healing or lesser restoration
5th create food and water or spirit guardians
7th guardian of faith or death ward
9th greater restoration or dawn
11th heal or harm

 

Divine Magic

Your link to the divine allows you to learn spells normally associated with the Cleric class. When your Spellcasting feature lets you learn 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 the spell, and it becomes a sorcerer spell for you.
  In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric or paladin spell lists.
  In addition, your spells count as divine rather than arcane when you take this sorcerous origin.
 

Affinity Spell

Good cure wounds
Evil inflict wounds
Law bless
Chaos bane
Neutral protection from evil and good

 

Favored by the Gods

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.
  You can use this Feature a number of times equal to your Constitution Modifier. You regain all expended uses when you finish a short or long rest.
 

Empowered Healing

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 2 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
 

Spectral Wings

At 14th level, you can use a bonus action to manifest a pair of spectral wings that appear on your back. While the form is in use, you have a flying speed equal to your current walking speed + 10 feet. The wings last for 10 minutes, 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, batlike wings for evil or chaos, and dragonfly wings for neutrality.
 

Unearthly Recovery

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 or you have over 3 levels of exhaustion, you can spend 8 sorcery points to regain a number of hit points equal to half your hit point maximum and removes any level of exhaustion you currently have.

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