Sorcerer
Base Class: Sorcerer

Sorcerers power that comes from a divine origin. Including holy, infernal or neutral divinity. The canon Divine sorcerer has a bloodline leading back to a divine being and, despite counting affinities with evil, chaos and neutral sources of divinity, its abilities solely focus on healing, cleric spells and other holy sources. There's not much room or flavor for evil or neutral gods, so i decided to add some. Divinity, ancient prophecies and the like aren't only the domain of good-aligned gods, after all.

Deific Magic / favoured by your god

Favoured by your god
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.

No change from original Divine Soul.

Deific Magic
Your link to the divine allows you to learn spells normally associated with the cleric or warlock class, depending on alignment. 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 the cleric, warlock or sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. Good and law aligned origins can take cleric spells, not including spells from the necromancy school. Evil and chaos aligned origins can only choose necromancy cleric spells and warlock spells. Neutral aligned origins can take a mix both, not including warlock spells from the conjuration school or necromancy school spells. 

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

 

Empowered casting

Starting at 6th level, the divine energy coursing through you can empower spells you have affinity with.

Good/law aligned origins can, whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, spend 1 sorcery point to re-roll any number of those dice once.

Evil/chaos aligned origins can use a sorcery point to re-roll the damage result or DC of a necrotic or warlock spell.

Neutral aligned origins can choose either option, with no limits for the type or school of spell they can re-roll

Any of these can be done provided you aren't incapacitated. You can use this feature only once per turn.

Deific Form

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. This can be otherwise flavored to your specific deity.

Other forms can be held, depending on your god and their origin. Infernal deities can also grant you a tail, horns, claws and other traits related to your specific deity. Good deities can also give you a holy aura, granting you a smite charge or extra holy damage equal to a cast of holy weapon. Neutral gods can also give you an automatic cast of protection from good and evil. These can depend on the specific god or divine being you originate from.

Unearthly Recovery

At 18th level, you gain the ability to inflict or overcome grievous injuries, as a bonus action.

For good aligned origins, 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.
You can use a sorcery point to target an ally with this, healing them for the full amount or them for half and yourself for half.

Evil aligned sorcerers can cast a damaging spell, equal to half of their hit point maximum, split equally between every enemy in front of you. You can use a sorcery point to target one less enemy, one point for one enemy.

Neutral aligned characters regain hit points equal to a quarter of their hit point maxiumum and can then cast the same amount as an offensive spell on one enemy. You can use a sorcery point to use all to heal or cast all as damage. 

Once you use this feature, you can’t use it again until you finish a long rest.

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