Base Class: Sorcerer
You or a member of your family was blessed by a God or similar powerful being. You now have a growing drive related to the being that you are inheriting your power from. As you grow in power you and your powers will grow to match what you stand for or those wants of the being that you got your power from. As you level you gain gain two powers from a list which reflects how you are as a person.
Heroic Magic
Your link to the divine allows you to learn spells from the paladin 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 paladin 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 two affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional ability based on that affinities, as shown below. If it is a spell 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 same spell list.
| Affinity | Abilities |
|---|---|
| Good |
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your sorcerer level in d6 dice. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend a d8 from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use, expending a d6 separately for each one. |
| Evil | The divine magic flowing through you makes you immune to disease as well as you gain advantage on checks to be charmed or frightened or poisoned. |
| Law | You know additional Paladin spells equal to 2 + 1 for every 4 sorcerer levels round down. |
| Chaos | As an action, the you channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. You must then finish a short or long rest to use your Feature again. |
| Neutrality | When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. The damage increases by 2d6 if the target is an undead or a fiend. |
Training for Godhood
You gain additional Proficiencies for you been training to learning both the way of the blade and how to wear the armor needed to use your blade to work without dying in a fight.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Paths of a Hero
Starting at level 6 you choose two paths that reflect you thr affinity you chose for your feature determines what addition abilities you choose do not need to be the same as those of the same affinity you have already chosen but can be:
| AFFINITY | ABILITIES |
|---|---|
| Good |
Your hit point maximum increases by an amount equal to your level. Whenever you gain a level there after, your hit point maximum increases by an additional 1 hit points. As well as you gain proficiency with heavy armor and martial weapons. |
| Evil | You have resistance to all damage except for bludgeoning, piercing, and slashing damage. As well as if you pass a save to take half damage you take no damage instead. |
| Law | You gain the ability to infuse your weapon strikes with energy. When you hit a creature with a weapon attack, the you can cause the attack to deal an extra 1d4 force damage to the target or you can add your Charisma modifier to the damage you deal with any sorcerer cantrips you cast. |
| Chaos | You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls or spell attack rolls during this turn as well as creatures have disadvantage on spells you cast this turn, but attack rolls against you have advantage until your next turn and you have disadvantage on saving throws against spells targeted against you. |
| Neutrality |
Extra attack: You can attack twice, instead of once, whenever you take the Attack action on your turn. |
Wings of the Chosen
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 15 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 how your wings work and addition abilities you gain while your wings are active the spectral wings you choose do not need to be the same as those of the same affinity you have already chosen but can be:
| AFFINITY | ABILITIES |
|---|---|
| Good |
Your movement speed is increased by 0 feet. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for half the dice and average for rest round up for each. For example, instead of restoring 3d6 hit points to a creature, you restore 12 for the first 2d6 and 4 for the other d6 totaling 16 hp. |
| Evil | Your movement speed is increased by 5 feet. At the start of each of your turns in combat, you regain hit points equal to 2 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. |
| Law | Your movement speed is increased by 10 feet. You learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon or spell attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. |
| Chaos | Your movement speed is increased by 15 feet. Your weapon attacks score a critical hit on a roll of 18–20. |
| Neutrality | Your movement speed is increased by 5 feet. You can attack three times, instead of twice if you could attack twice otherwise you can attack twice instead of once, whenever you take the Attack action on your turn. |
A New God
Starting at level 18 you choose 2 paths that reflect you the affinities you chose for your feature determines what addition abilities you gain. The options choosen do not need to be the same as those of the same affinity you have already chosen but can be:
| AFFINITY | ABILITIES |
|---|---|
| Good |
Allies within 60 feet of you including yourself take 3 less damage from all damage done against them. |
| Evil | You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. |
| Law | As an action you cast a spell of 1st through 5th level as well as you can attack 1 time with a weapon you are holding this can be done in either order and the weapon attack can be replaced with any spell ability that lets you repeat an attack roll against a target with a target limit of one. (ex. Vampiric touch spell can be used as you casted spell part of this feature and you may attack one time additional with your vampiric touch spell as the replacer for your weapon attack given by this feature.) |
| Chaos | Having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your out of combat, and you die then only if you still have 0 hit points. |
| Neutrality |
You can roll three times the damage dice when determining the extra damage for a critical hit with a attack. |