DIVINE SOUL
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 fa.
milial 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 Soul, with a natural magnetism, is seen as a
threat by some religious hierarchies. As an outsider who
commands sacred power, a Divine Soul can undermine
an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power
of a Divine Soul may command religious power. In
these lands, ecclesiastical positions a re dominated by a
few bloodlines and preserved over generations.
DIVINE SOUL FEATURES
Sorcerer Level Feature
1st Divine Magic, Favored by the Gods
6th Empowered Healing
14th Otherworldly Wi ngs
18th Unearthly Recovery
DIVINE MAGIC
Your link to the divine a llows 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
1st level or higher, you can choose the new spell from
the cleric spell Lis t or the sorcerer spell list. You must
otherwise obey all the restrictions for selecting the
spell, and it becomes a sorcerer spell for you.
In addition, choose an affi nity for the source of your
divine power: good, evil, law, chaos, or ne utrality. You
learn an additional spell based on that affinity, as shown
below. It is a sorcerer spell for you, but it doesn't count
against your number of sorcerer spells known. If you
later replace this spell , you must replace it with a spell
from the cleric spell list.
Affin ity
Good
Evil
Law
Chaos
Neutrality
Spell
cure wounds
inflict wounds
bless
bane
protection from evil and good
FAVORED BY THE GODS
Starting at 1st level, divine power guards your destiny.
If you fail a saving throw or miss with an attack roll, 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 long rest.
EMPOWERED HEALING
Starting at 6th level, the divine energy coursing through
you can empower healing spells. Whenever you or
an a lly within 5 feet of you rolls dice to determine the
number of hit points a spell 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.