Base Class: Sorcerer
Your magic is a gift from the divine, a spark of celestial power within your soul. It may come from an ancestor who served the gods, a prophecy that marked you as a chosen vessel, or perhaps your ancestor was an angel turned mortal. This divine connection makes you a figure of reverence or fear, a living symbol of divine favor that can challenge existing religious orders. In some cultures, only those with a Divine Soul are seen as true leaders of faith, passing this sacred magic down through their bloodlines.
Level 3: Divine 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 prepare a Sorcerer spell of level 1+, you can choose the new spell to be from the Cleric spell list or the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell.
In addition, your connection to a Divine source of magic ensures that you always have certain spells ready; when you reach a Sorcerer level specified in the Divine Spells table, you thereafter always have the listed spells prepared.
Divine Spells
| Sorcerer Level | Prepared Spells |
|---|---|
| 3 | Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word |
| 7 | Guardian of Faith |
| 9 | Summon Celestial |
Level 3: Favored by the Gods
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. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses when you finish a Long Rest. You cannot use this feature multiple times on the same roll.
Level 6: Empowered Healing
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 a number of healing dice up to your Charisma modifier (minimum of one), provided you do not have the Incapacitated condition. You can use this feature only once per turn.
Level 14: Otherworldly Wings
As a Bonus Action, you can cause spectral wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
These wings take on an appearance depending on the source of your divine power: eagle wings for good or law-aligned sources, bat wings for evil or chaos, and dragonfly wings for neutrality.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Level 18: Unearthly Recovery
You gain the ability to overcome grievous injuries. As a Bonus Action when you are Bloodied, 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 unless you spend 6 Sorcery Points (no action required) to restore your use of it.