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 a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul 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 Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

You were seen as a threat to the very fabric of a way of life or religious belief. You were wronged. Whether it was someone killing your family or banishing you from your home, someone or some group wronged you. In your cry for vengeance, a strange and dark power awoke in you, twisting you magical abilities in order to enact your vengeance. Your divine powers have been preserved but have become are fierce and melded with the dark.

 

Divine Wrath Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. 

In addition, you learn the spell Hunter's Mark, which do not count against your learned spells. If you take damage, you can cast Hunter's Mark on the one who dealt damage to you at level 1 without expending a spell slot.

Choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. 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 spell list.

Affinity Spell
Good cure wounds
Evil inflict wounds
Law bless
Chaos bane
Neutrality protection from evil and good

Favored by the Gods of Death

Your vengeance cries out when you get hurt or hurt others. 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.

Additionally, whenever you deal or take damage, you can change that damage into necrotic damage. When you deal damage using this feature, your thirst for vengeance allows you to hurt others more, at the cost of your own health. You can take the amount damage you dealt in order to double the necrotic damage dealt.

Winged Terror

The flames of your vengeance have awoken a new power within you. Starting at 6th level, you can use a bonus action to coat yourself with the flames of vengeance to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 60 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. 

In addition, when you take damage from a creature or object while in this state, you can spend 2 sorcery points to deal 3d10 necrotic or radiant damage to it and half that damage to yourself. However, using this feature burns your soul and causes an additional backlash. After using this feature, you take 1d4 necrotic damage at the beginning of your next turn.

The affinity you chose for your Divine Vengeance 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.

Empowered Healing

Starting at 14th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 10 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.

Unearthly Punishment

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 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. 

additionally, if you have not enacted your vengeance, your vengeance consumes you. you enter a powered up state but have to charge towards the target of your vengeance until you die or enact your vengeance. You also enter Vengeance's Charge, and cannot dismiss the state until you enact your vengeance or die.

At this level, if you have enacted your vengeance, your fulfillment from getting your vengeance gives you a new approach to life and power. Whenever you deal necrotic damage, you can spend 1 Sorcery Point to heal half the damage dealt.

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