Base Class: Sorcerer
Sometimes, the spark of magic within a sorcerer shines with a holy brilliance, not drawn from the gods, but from a deep and unwavering devotion to good. Your power is not inherited through celestial bloodlines nor gifted by divine decree. Instead, it rises from an inner truth: that compassion, protection, and love are sacred in their own right and need no divine mandate to be real.
As a Divine Soul, you channel miracles through will alone. Your healing touch, your shielding presence, your radiant magic, each act speaks of grace not bestowed, but chosen. To some, your presence challenges the very foundations of religious order; you are a miracle without a master, an outsider who proves that divinity can be lived rather than worshiped.
In certain cultures, only those born into sanctified bloodlines are permitted to wield holy power. In such lands, your existence can be seen as heresy or hope. You are not a servant of the gods. You are the embodiment of an ideal: that true divinity lies in the deeds we choose, not the powers we inherit.
Level 3: Graceborn Healer
You gain proficiency in the [skill]Medicine[skill] skill.
You always have the Cure Wounds and Healing Word spells prepared, and they count as sorcerer spells for you. you can cast either Cure Wounds or Healing Word without expending a spell slot. You can do so a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 3: Divine Soul Spells
When you reach a Sorcerer level specified in the Divine Soul Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bless, Sanctuary, Calm Emotions, Warding Bond |
| 5 | Revivify, Remove Curse |
| 7 | Aura of Life, Freedom of Movement |
| 9 | Mass Cure Wounds, Greater Restoration |
Level 6: Beacon of Life
When you activate your Innate Sorcery feature, you release a wave of sanctified will that radiates 30 feet from you and persists for as long as Innate Sorcery remains active.
While within this area, a creature that regains hit points from one of your spells benefits from the following effects:
- If a healing die from one of your spells rolls less than half its maximum (rounded up), it instead restores hit points as though it had rolled half its maximum.
- The creature’s hit point maximum cannot be reduced while it remains in the aura.
Level 14: Beacon of Life
You gain expertise in the Medicine skill.
When you activate your Innate Sorcery feature, you release a wave of sanctified will that radiates 30 feet from you and persists for as long as Innate Sorcery remains active.
While within this area, a creature that regains hit points from one of your spells benefits from the following effects:
- Each healing die from your spells restores hit points as though it had rolled its maximum value.
- The creature’s hit point maximum cannot be reduced while it remains in the aura.
- If you restore hit points to a creature within this area, the following conditions affecting it end: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.
Level 14: Improved Beacon of Life
While your Innate Sorcery feature is active and you restore hit points to a creature within the 30-foot aura, you also end all of the following conditions affecting that creature: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.
Level 18: In Progress
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Previous Versions
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5/31/2025 3:12:35 AM
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15
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0.1
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Coming Soon
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