Sorcerer
Base Class: Sorcerer

Update to DSS

Divine Magic

1st-level Divine Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Divine Soul Spells table. 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 from the sorcerer or cleric spell list.

Divine Spells
Sorcerer Level Spells
1st bless, healing word, guidance
3rd lesser restoration, spiritual weapon
5th mass healing word, revivify
7th death ward, freedom of movement
9th greater restoration, mass cure wounds

Favored by the Gods

1st-level Divine soul 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.

 

Empowered Healing

6th-level Divine Soul 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.

Otherworldly Wings

14th-level Divine Soul 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.

Unearthly Recovery

18th-level Divine Soul 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 choose a creature (you can choose yourself) to 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, or you spend 6 sorcery points

 

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