Base Class: Cleric
Some clerics find that rites and rote prayers never truly held meaning for them. The words came easily, the gestures were correct—but the divine answered long before the ritual was complete. For these clerics, the spark of the divine was never external. It was always in their soul.
Divine Soul clerics often begin as devoted students of doctrine, only to discover that structured devotion is not what fuels their magic. In time, they lose the ability to prepare spells through prayer entirely. Their power no longer comes from daily petition, but from an inborn, living radiance that responds directly to will, emotion, and conviction.
The truth, though rarely spoken aloud, is that somewhere in a Divine Soul cleric’s ancestry lies a genuine divine origin—not merely a blessing, pact, or curse, but a direct connection to the wellspring of divinity itself. Unlike aasimar or tieflings, whose heritage reflects gods or fiends made manifest in flesh, a Divine Soul is bound to the source of divine power, not its avatars.
What that revelation means differs from one Divine Soul to another.
Some remain devoted to a god or cosmic ideal, becoming living manifestations of their faith—miracles made flesh, their power flowing not from obedience, but from perfect alignment of soul and purpose.
Others come to reject the need for gods entirely, believing the divine to be a universal force that simply chose them as its vessel.
And there are those who look inward and conclude something more unsettling: that the power they wield is not borrowed at all, but their own—that divinity itself has taken root within them.
This domain deliberately abandons the traditional cleric model of prepared spellcasting and Wisdom-based devotion. Instead, it reshapes the cleric into a divine sorcerer—one who learns spells rather than prepares them, draws upon a personal inner wellspring of power, and channels magic through force of personality rather than formal dogma.
A Divine Soul cleric does not ask for miracles. They manifest them.
Designer’s Note
The Divine Soul Cleric intentionally departs from the traditional Cleric domain model. Rather than preparing a wide array of spells through doctrine and daily prayer, this subclass adopts a sorcerer-like approach: a smaller, fixed selection of learned spells combined with significantly greater flexibility in how those spells are used.
This design mirrors the core Wizard–Sorcerer relationship. Where most Clerics emphasize breadth, preparation, and ritual authority, the Divine Soul Cleric emphasizes internal power, personal expression, and moment-to-moment decision-making through Divine Points and Divine Metamagic.
As a result, this subclass learns and prepares fewer spells than other Cleric domains, but gains the ability to shape spells, convert resources, and extend its casting endurance in ways no other Cleric can. This tradeoff is intentional and fundamental to the subclass’s identity.
Font of Divinity
You tap into a wellspring of divine power that resides within your soul. This power is represented by Divine Points (DP), which fuel miraculous effects and flexible spellcasting.
You have a number of Divine Points determined by your cleric level, shown in the Divine Points table. You regain all expended Divine Points when you finish a Long Rest.
Divine Points can be spent to fuel special abilities, including transforming spell slots, creating spell slots, and channeling divine power without prayer or ritual.
Affinity of Divine Power
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 cleric 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 cleric levels noted. These spells don’t count against the number of cleric spells you prepare and are considered cleric spells for you.
Chaos Affinity Spells
| Cleric 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 cleric levels noted. These spells don’t count against the number of cleric spells you prepare and are considered cleric spells for you.
Evil Affinity Spells
| Cleric 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 cleric levels noted. These spells don’t count against the number of cleric spells you prepare and are considered cleric spells for you.
Good Affinity Spells
| Cleric 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 cleric levels noted. These spells don’t count against the number of cleric spells you prepare and are considered cleric spells for you.
Law Affinity Spells
| Cleric 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 cleric levels noted. These spells don’t count against the number of cleric spells you prepare and are considered cleric spells for you.
Neutrality Affinity Spells
| CLERIC 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.
Divine Metamagic
The divine power within you is not bound by rigid ritual or rote prayer—it responds to intent, emotion, and conviction. Through focused will, you can alter how your spells manifest, subtly reshaping divine magic as it flows through you.
You learn Divine Metamagic options that allow you to modify your spells when you cast them, representing your ability to instinctively guide divine power rather than invoke it through formal rites. These options are fueled by your Divine Points and reflect the deeply personal nature of your connection to the divine source.
You learn two Divine Metamagic options at 3rd level. You learn one additional Divine Metamagic option at 10th level and again at 17th level. Each option enhances your spellcasting in a distinct way, allowing you to express your divine nature through mercy, judgment, subtlety, or overwhelming presence.
Divine Metamagic marks the point where your faith becomes something more than belief—it becomes instinct.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Divine Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
Distant Spell
When you cast a spell that has a range of at least 5 feet, you can spend 1 Divine Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Divine Point to make the spell’s range 30 feet.
Empowered Healing
Cost: 1 Divine Point
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 Divine 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.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Divine Point to double its duration to a maximum duration of 24 hours.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw, you can spend 2 Divine Points to give one target of the spell Disadvantage on saves against the spell.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 1 Divine Point to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Subtle Spell
When you cast a spell, you can spend 1 Divine Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
Twinned Spell
When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Divine Point to increase the spell’s effective level by 1.
Divine Flow
You gain access to choose Empowered Healing as a Divine Metamagic option.
Empowered Healing
Cost: 1 Divine Point
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 Divine 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 Manifestations
Manifest 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 Divine Points to use it again.
Unearthly Recovery
Once per long Rest as a Bonus Action you can restore hit points equal to half your hit point maximum when bloodied.
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