Sorcerer
Base Class: Sorcerer

Life magic draws its source from the vibrant positive energy that sustains all life — one of the fundamental forces of the universe. It is a force of vitality, protection and creation.

Life Magic

Your link to the fabric that makes up the universe allows you to learn spells from the druid class. You learn additional spells when you reach certain levels in this class, as shown on the Life Magic 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.

Life Magic Spells
SORCERER LEVEL SPELLS
1st absorb elements, cure wounds
3rd enhance ability, lesser restoration
5th daylight, protection from energy
7th freedom of movement, polymorph
9th mass cure wounds, greater restoration

Font of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Vital Magic

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Balm of Peace

Starting at 14th level, life suffuses your whole being: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

Bountiful Healing

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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