Sorcerer
Base Class: Sorcerer

Reworked Subclass with 2024 features

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. You learn additional spells when you reach certain levels in this class, as shown on the Divine Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level from a sorcerer, or cleric spell list. 

Sorcerer Level Spell
3 bless, guidance, cure wounds
5 mass healing word, aura of vitality
7 death ward, freedom of movement
9 mass cure wounds, summon celestial

Favored by the Gods

Divine protection guides at your hour of need. Once per turn, while your Innate Sorcery is active, when you roll a saving throw or miss with an attack roll, you can spend 1 sorcery points to roll 2d4 and add it to the total, possibly changing the outcome. You can use this feature number of times equal to your Charisma modifier (minimum of once) and regain all expended use on a long rest.

Empowered Healing

You can channel your divine blood in your veins to further mend wounds. When you activate Innate Sorcery, you emanate an aura of divine energy that extends 30ft from you. Once per turn, whenever you or an ally within the aura rolls dice to determine the number of hit points a spell restores, you can spend 2 sorcery points to restore hit points equal to the number of hit points restored to you, or another creature within the aura. You can use this feature number of times equal to your Charisma modifier (minimum of once) and regain all expended use on a long rest.

Otherworldly Overwatch

Starting at 14th level, once per turn, while your Innate Sorcery is active, when you, or your ally within 30 ft of you rolls a saving throw or an attack roll, you can spend 1 sorcery points to reroll. The triggering creature must use the new roll. You can use this feature number of times equal to your Charisma modifier (minimum of once) and regain all expended use after a long rest.

Celestial Guardian

You can cast Summon Celestial without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Previous Versions

Name Date Modified Views Adds Version Actions
3/7/2026 10:53:44 AM
88
40
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Coming Soon
3/7/2026 11:36:22 PM
79
3
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Coming Soon

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