Base Class: Sorcerer
Reworked Subclass with Tasha features
Divine Magic
Your link to the divine allows you to learn spells from the cleric class. 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 a sorcerer, or cleric spell list.
| Sorcerer Level | Spell |
|---|---|
| 1st | bless, guidance, cure wounds |
| 3rd | lesser restoration, spiritual weapon |
| 5th | mass healing word, revivify |
| 7th | death ward, freedom of movement |
| 9th | circle of power, mass cure wounds |
Favored by the Gods
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
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
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.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery
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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