Sorcerer
Base Class: Sorcerer

You were chosen by a deity who touched your soul. Choose your domain from the Domain table or determine it randomly. Some Divine Soul Feature change depending on your domain.

Domain
D6 Domain
1 Grave
2 Life
3 Light
4 Knowledge
5 Trickery
6 War

 

Level 3: Divine Magic

When you reach a Sorcerer level specified in the Divine Magic table, you thereafter always have the Divine Soul Spells and your chosen Domain's Spells prepared.

Divine Magic
Sorcerer Level Divine Soul Spells Grave Spells Life Spells Light Spells Knowledge Spells Trickery Spells War Spells
3rd Bless, Protection From Evil And Good Bane, Chill Touch, Gentle Repose Cure Wound, Lesser Restoration, Spare the Dying Light, Burning Hands, See Invisibility Guidance, Identify, Detect Thoughts Minor Illusion, Disguise Self, Pass Without a Trace True Strike, Guiding Bolt, Magic Weapon
5th Revivify Vampiric Touch Mass Healing Word Fireball Tongues Nondetection Spirit Guardians
7th Divination Blight Death Ward Wall of Fire Arcane Eye Confusion Fire Shield
9th Summon Celestial Raise Dead Greater Restoration Flame Strike Scrying Modify Memory Steel Wind Strike
17th Wish — — — — — —

 
In addition, you can also use a Holy Symbol as a spellcasting focus for your sorcerer spells.

Level 3: Favored by the Gods

Starting at 3rd level, if you fail a d20 Test, you can roll 2d4 and add the result to the total.

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

Level 6: Empowered Benediction

At 6th level, you gain 2 damage resistances. While under your Innate Sorcery, you also gain an aditional effect, as an Innate Benediction. The resistances and the Innate Benediction need to correspond to your Domain, as shown in the Empowered Benediction Table.

Empowered Benediction
Domain Resistances Innate Benediction
Grave Cold, Necrotic Chant of Repose: While under Innate Sorcery, when an allies deal damage to an bloodied enemy within 30ft of you, it deal an aditionnal 1d4 necrotic damage. In addition, all creatures creatures that dies within range can't become undead for 100 years.
Life Necrotic, Radiant Meta-Restoration: While under Innate Sorcery, when you cast a spell that restores hit points, removes a condition, or revives a creature, you can target an additional creature within range.
Light Fire, Radiant Burning Resistance: While under Innate Sorcery, when a creature hits you with a melee attack roll, it takes radiant damage equal to your Charisma modifier.
Knowledge Force, Psychic Arcana Vision: While under Innate Sorcery, you have access to all spells from the others Domain Spell list of this subclass, provided you have the appropriate spell slot level.
Trickery Poison, Psychic Deceiving Steps: While under Innate Sorcery, when a creature hits you with an attack roll, you can use your reaction to halve the damage and teleport up to 30 feet to an unoccupied space you can see.
War Force, Radiant Battle Surge: While under Innate Sorcery, when you cast a spell using a spell slot with your action, you can cast True Strike as a bonus action.

Level 14: Angelic Form

At 14th Level, you learn to channel the power within your soul and show the world your divine nature. While under Innate Sorcery, you grow a pair of spectral or physical wings from your back. While the wings are present, you have a flying speed of 30 feet and you gain a benefit corresponding to your domain, as shown in the Angelic Form table.

Angelic Form
Domain Innate Benediction
Grave Beyond Death : You and all creatures of your choice within 30ft of you are immune to critical hit and hit points reduction.
Life Ultimate Life : You and all creatures of your choice that you can see their hit points and hit points maximum increase by twice your sorcerer level until the end of your Innate Sorcery.
Light From Above : When you deal damage, you deal extra radiant or fire damage equal to your Charisma modifier.
Knowledge Greater Knowledge : You can add a d6 to all intelligence, wisdom and charisma ability check and saving throws you make.
Trickery Ellusive Illusion : You projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
War Born to Battle : You gain a bonus of +2 to your AC and all of your Saving throws.

Level 18: Miracles

When you reach 18th level, if you die while under Innate Sorcery, you can chose to immediatly come back to life with half of your hit points, unless your body or your soul are destroyed. You can then cause any dead creatures of your choice that isn't a construct or an undead, whose body and your soul aren't destroyed, within 120 ft of you, to come back to life with half of their hit points. Once you use this feature, you cannot do so until 2d4 days.

In adition, you don't need material component when you cast a spell to revive a dead creature.

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