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 Sacred Sorcerer, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, aSacred Sorcerer can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Sacred Sorcerer may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Level 3: Divine Magic
When you reach a Sorcerer level specified in the Sacred Spells table, you thereafter always have the listed spells prepared. Additionally, you can prepare spells from the Cleric spell list whenever you prepare spells.
| Sorcerer Level | Spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Sacred Flame, Spiritual Weapon |
| 5 | Daylight, Mass Healing Word |
| 7 | Freedom of Movement, Guardian of Faith |
| 9 | Flame Strike, Scrying |
Level 3: Favored by the Gods
If you fail a D20 Test, you can roll 2d4 and add the number rolled to the d20, potentially turning the failure into a success. If the D20 Test still fails, this use isn’t expended.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 6: Planar Ward
Your affinity for the divine strengthens your defenses. You gain Resistance to Radiant and Necrotic damage.
Level 6: Sacred Conduit
Starting at 6th level, the divine energy coursing through you surges with divine power. While Innate Sorcery is active, the first time on each of your turns that you deal Radiant of Necrotic damage with a spell, choose one creature you can see within 30 feet and choose one of the following.
Divine Mercy. The creature gains temporary Hit Points equal to your Charisma modifier.
Divine Judgment. The creature takes damage of the same type equal to your Charisma modifier.
Level 14: Otherworldly Wings
While your Innate Sorcery feature is active, a pair of spectral wings sprout from your back. For the duration, you have a fly speed of 60 feet. The wings have an appearance of your choice, and may take on an appearance fitting to the source of your divine power.
Unearthly Recovery
As a Bonus Action when you are Bloodied, you can regain a number of Hit Points equal to half your Hit Point maximum (round up).
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 6 Sorcery Points (no action required) to restore your use of it.
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