Sorcerer
Base Class: Sorcerer

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Magic Sorcerer, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Magic Sorcrer can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of Divine Magic may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Sorcery

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 a Sorcerer spell of level 1 or higher, you can choose the new spell from the Cleric spell list or the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell.

In addition, whenever you finish a Long Rest, choose an affinity for the source of your divine power from the table below. You have that spell prepared until you choose a different affinity, and you can cast it a number of times equal to your Proficiency Bonus without a spell slot. You regain all uses when you finish a Long Rest.

Affinity Spell
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutrality Protection from Evil and Good
Chaos

You always have the Bane spell prepared, and can cast it a number of times equal to your Proficiency Bonus without a spell slot. You regain all expended uses when you finish a Long Rest, and you can also cast the spell with any spell slots you have of the appropriate level.

Evil

You always have the Inflict Wounds spell prepared, and can cast it a number of times equal to your Proficiency Bonus without a spell slot. You regain all expended uses when you finish a Long Rest, and you can also cast the spell with any spell slots you have of the appropriate level.

Good

You always have the Cure Wounds spell prepared, and can cast it a number of times equal to your Proficiency Bonus without a spell slot. You regain all expended uses when you finish a Long Rest, and you can also cast the spell with any spell slots you have of the appropriate level.

Law

You always have the Bless spell prepared, and can cast it a number of times equal to your Proficiency Bonus without a spell slot. You regain all expended uses when you finish a Long Rest, and you can also cast the spell with any spell slots you have of the appropriate level.

Neutrality

You always have the Protection from Evil and Good spell prepared, and can cast it a number of times equal to your Proficiency Bonus without a spell slot. You regain all expended uses when you finish a Long Rest, and you can also cast the spell with any spell slots you have of the appropriate level.

Favored by the Gods

Divine power guards your destiny. If you fail a D20 Test, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a Short or Song Rest.

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, class feature, or species trait restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you aren’t Incapacitated. You can use this feature only once per turn.

Otherworldly Wings

Starting at 14th level, you can use a Bonus Action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re Incapacitated, you die, or you dismiss them as a Bonus Action.

The affinity you chose for your Divine Sorcery feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Miraculous Recovery

You miraculously heal a creature you touch. As a Magic action, you touch a Bloodied creature and restore its Hit Point maximum, and reduced Ability Scores, and all of its Hit Points.You also remove one of the following conditions from the creature: Blinded, Deafened, Paralyzed, Petrified, or Poisoned.

Once you use this feature, you can’t use it again until you finish a Long Rest.

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