Base Class: Sorcerer
Your magic is not merely arcane—it is divine. Somewhere in your lineage or destiny lies a spark of celestial power, a gift from the heavens or a legacy shaped by beings far beyond the mortal realm. Perhaps an ancestor served a god directly, or your family line was touched by an angel, a herald, or a sacred prophecy. In rare cases, the gods themselves choose a mortal vessel, weaving divine essence into a soul long before birth.
Those born with this blessing often find themselves objects of reverence or suspicion. Temples may regard you as living proof of divine favor, while others might see you as a threat to their authority. In some cultures, only individuals with a Divine Soul are recognized as true spiritual leaders, their bloodlines believed to carry the favor of the gods across generations.
As your connection to your magic deepens, the source of that divine spark becomes clearer. It may manifest as a guiding presence, flashes of celestial insight, ancestral voices, or a growing sense of purpose that shapes your path. Whether you embrace your role as a chosen vessel or struggle against the weight of destiny, the power within you continues to grow.
This subclass blends arcane mastery with sacred influence, granting you access to spells and abilities normally reserved for clerics. You channel divine energy with the instinctive control of a sorcerer, shaping miracles with raw willpower rather than prayer. Whether your power comes from radiant beings, ancestral spirits, or the distant echo of a god’s whisper, your sorcery is a living testament to forces higher than the mortal world.
Divine Magic
Your magic is shaped by a spark of the divine. Whether your power originates from ancestral blessing, celestial intervention, an otherworldly oath, or the whisper of a god, your soul carries a fragment of sacred purpose. This connection grants you access to both arcane and clerical magic.
Divine Soul Spells (Core Spells)
Beginning at 3rd level, the divine power within you grants a set of spells that are always prepared. These spells don’t count against the number of sorcerer spells you can prepare. These spells count as sorcerer spells for you.
Core Divine Magic Spells
| Sorcerer Level | Core Divine Magic Spells |
|---|---|
| 3rd | Healing Word, Shield of Faith |
| 5th | Spiritual Weapon |
| 7th | Spirit Guardians |
| 9th | Death Ward |
These spells represent fundamental expressions of divine magic—healing, protection, spiritual force, and the manifestation of celestial power.
Affinity of Divine Power
Also at 3rd level, you select a Divine Affinity—Good, Evil, Law, Chaos, or Neutrality—which represents the nature of the sacred force that empowers your soul.
Each Affinity grants additional always-prepared spells at 3rd, 5th, 7th, and 9th level. These spells reflect the philosophy or cosmic alignment of your divine spark. All Affinity spells are always prepared and count as sorcerer spells for you.
Your Affinity reflects the tone of your divine spark, not a binding moral alignment unless you choose to treat it as one for roleplay.
Chaos
A current of chaotic divinity surges through your soul. Whether born of a capricious god, a trickster spirit, a storm-touched ancestor, or raw cosmic entropy, your magic expresses itself through disruption, unpredictability, and subversion. This affinity empowers you with spells that twist fate, unravel order, and bewilder those who stand against you.
You gain the following always-prepared spells at the sorcerer levels noted. These spells don’t count against the number of sorcerer spells you prepare and are considered sorcerer spells for you.
Chaos Affinity Spells
| Sorcerer Level | Spell |
|---|---|
| 3rd | Bane, Faerie Fire |
| 5th | Mirror Image |
| 7th | Freedom of Movement |
| 9th | Mislead |
These spells embody the essence of divine pandemonium—confusing foes, warping perception, denying control, and making illusions reality.
Evil
A dark divine spark coils within your soul—an echo of a curse, a legacy of a death-touched lineage, or the mark of a god whose gift brings suffering as easily as power. This affinity does not make you wicked, but your magic channels the sinister side of divinity: curses, rot, and the dread of the grave.
You gain the following always-prepared spells at the sorcerer levels noted. These spells don’t count against the number of sorcerer spells you prepare and are considered sorcerer spells for you.
Evil Affinity Spells
| Sorcerer Level | Spell |
|---|---|
| 3rd | Inflict Wounds, Ray of Enfeeblement |
| 5th | Blindness/Deafness |
| 7th | Blight |
| 9th | Contagion |
These spells embody the ruinous and withering aspects of divine magic—debilitating flesh, corrupting vitality, and spreading supernatural afflictions.
Good
Your soul resonates with benevolent divine energy—radiance that heals, protects, and uplifts. Whether you carry celestial ancestry, inherited a long-dormant blessing, or were touched by a being of compassion, your magic channels the restorative force of the heavens.
You gain the following always-prepared spells at the sorcerer levels noted. These spells don’t count against the number of sorcerer spells you prepare and are considered sorcerer spells for you.
Good Affinity Spells
| Sorcerer Level | Spell |
|---|---|
| 3rd | Cure Wounds, Sanctuary |
| 5th | Lesser Restoration |
| 7th | Beacon of Hope |
| 9th | Mass Cure Wounds |
These spells reflect the essence of merciful power—shielding the innocent, mending the wounded, and empowering allies with divine resilience.
Law
Your soul resonates with the disciplined essence of lawful divinity. Whether shaped by a deity of justice, a celestial arbiter, a sacred oath in your lineage, or a binding cosmic principle, your magic expresses itself through authority, structure, and unwavering judgment. This affinity strengthens your ability to command, bind, and uphold order through sacred power.
You gain the following always-prepared spells at the sorcerer levels noted. These spells don’t count against the number of sorcerer spells you prepare and are considered sorcerer spells for you.
Law Affinity Spells
| Sorcerer Level | Spell |
|---|---|
| 3rd | Bless, Command |
| 5th | Hold Person |
| 7th | Guardian of Faith |
| 9th | Commune |
These spells embody authority and divine discipline: commanding foes, restraining the wicked, manifesting divine sentinels, and consulting higher powers of judgment.
Neutrality
Your soul aligns with the quiet strength of balance—neither light nor darkness, order nor chaos, but the steady center between them. Whether your power stems from an ancient nature spirit, a guardian of balance, or a cosmic principle of harmony, your magic reflects preservation, resilience, and the natural order of life and death.
You gain the following always-prepared spells at the sorcerer levels noted. These spells don’t count against the number of sorcerer spells you prepare and are considered sorcerer spells for you.
Neutrality Affinity Spells
| Sorcerer Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good, Entangle |
| 5th | Barkskin |
| 7th | Aura of Life |
| 9th | Reincarnate |
These spells embody equilibrium and natural endurance—repelling outside influence, restraining threats, fortifying vitality, and guiding life through its eternal cycle.
Favored by the Gods
Divine guidance protects your destiny.
When you fail a saving throw or miss an attack roll, you may roll 2d4 and add the total to the roll, possibly turning failure into success.
You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.
You cannot apply more than one use of this feature to the same roll.
Empowered Healing
You channel divine energy to enhance healing magic.
When you or an ally within 5 feet rolls one or more dice to restore hit points with a spell, you can spend 1 Sorcery Point to reroll a number of those dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use this feature once per turn, and you can’t use it if you are incapacitated.
Otherworldly Wings
As a bonus action, you can manifest spectral wings on your back. The wings last for 1 hour or until you dismiss them (no action required). While the wings are present, you have a flying speed of 60 feet.
The appearance of the wings reflects your divine source—eagle-like wings for celestial or lawful origins, bat-like wings for fiendish or chaotic influence, or dragonfly-like wings for neutral or nature-aligned power.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 3 Sorcery Points to use it again.
Unearthly Recovery
Divine resilience restores your vitality in dire moments.
As a bonus action while you are Bloodied (below half your hit points), you regain 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 expend 6 Sorcery Points to use it again.
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Posted Sep 21, 2026"Arcane" Soul?
Or just an "Arcana" Domain Cleric?
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Posted Dec 15, 2025Short answer: I didn’t include full Cleric spell list access because, under the 2024 rules, it proved too powerful when combined with the expanded always-prepared spells that sorcerers now receive.
I struggled with that decision quite a bit — I’m actually playing a Divine Soul myself, and when our GM ported characters to 2024 I ran straight into this tension. With 2024 sorcerers already gaining more subclass spells than in 2014, keeping unrestricted Cleric access pushed this well past the other core sorcerer subclasses.
That also made me realize I wanted to play an arcane caster with divine flavor, not a cleric with redirected spell choices. Under 2024 design constraints, a version closest in spirit to the 2014 Divine Soul might actually make more sense as a Cleric subclass — which raises the question: should I try building a cleric-side Divine Soul as well?
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Posted Dec 15, 2025Looks like this subclass doesn't grant access to the Cleric spell list like the original Divine Soul sorc does. Is it possible to update it for this?