Sorcerer
Base Class: 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 Magic

Starting at 1st level the gods or other entity bestows you their power allowing you to either help of destroy those who seek you in for better or worse condition. 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 at cleric spell list or sorcerer spell list. 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, sorcerer, warlock spell list.

Divine Magic Spells

Favored by the Gods

Starting at 1st level, the divinity within you aids you in your life as to prevent you to suffer loss and grief or to cause them. Once you or an ally within 30 feet of you fail an ability check, skill check, saving throw or miss with an attack roll, you can roll 1d4 and add it to the total, possibly changing the outcome. this improve as at level 5th level the die goes to a d6, 10th gets you to a d8, 15th gets you to a  d10 and finally at 20th gets the die up to d12.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to maximize the number of that die, provided you aren't incapacitated. Also in some ways once every long rest you can use your ability to heal to end a certain type of creature to inflict radiant or necrotic damage. You can use this feature only once per turn.

Resilience through Divinity

Starting at 6th level, the blessing of that is bestowed on to you must be preserve at all cost. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class and for every long rest you will receive temporary hit points equal to the original current hit points and if creature in either range or melee attack you they will take damage equal to the number of what they have inflicted to you as long there is a temporary hit points remaining.

You can regain this temporary hit point in activating or casting spells your divine magic the number of points that can be regain is equal to the spell's level. However if the temporary hit points are gone you can take a short rest to be able to use the feature of casting the divine magic to replenish your temporary hit points or by taking a long rest and replenish all of them.

Otherworldly Form

Starting at 14th level, upon your stronger relations to your divinity you harness it's power and became one with it. You can use a bonus action you can fly equal to your walking speed. In addition to that you will receive other traits based on your divinity (example: your divinity came from the celestials you can understand languages, have a telepathy equal to your walking speed and as well it's resistance and immunities) this will last until your knocked to 0 hit points or if incapacitated this will requires you for every start of your turn to make a charisma saving throw to able to use it equal to the spell save dc or the creature that add this condition, and you can dismiss them as a bonus action but after that you need to take a short or long rest to use this again.

Hymn of the Supreme Being

Starting at 18th level, as a you are one of your divinity's champion or herald or even it's avatar you can tap into a connection that you have and here a miracle in the most devastating phenomena can happened. On your turn or as a reaction you can describe the assistance you seek, roll a percentile die you either have to call odds or even. If you succeed an intervention from the plane of your divinity will came upon where you are. In addition while succeeding even if you drop to 0 hit points but still concentrating on a spell you will not go unconscious but rather live until you are concentrating on a spell.

If you fail you can try again but it will be in your turn and it will take as full action. And if you succeed you can use this again after a long rest.  


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