Divine Soul Sorcerer 2.0
Divine Magic
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level 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, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. 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.
Affinity | Spell |
---|---|
Good | Cure Wounds |
Evil | Inflict Wounds |
Law | Bless |
Chaos | Bane |
Neutrality | 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.
Planar Invocation
At 6th level you gain an additional metamagic option based on your divine power source:
- Good. Whenever you or an ally 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.
- Evil. Whenever you reduce a creature to 0 hit points with a spell of 1st level or higher, you can expend 2 sorcery point to drain some of their life energies and gain temporary hit points equal to half your sorcerer level, rounded down.
- Law. When you make an attack roll, you can spend 2 sorcery points to forgo rolling the d20 to get a 10 on the die.
- Chaos. When you make a saving throw, you can spend 2 sorcery points to reroll the die and use the new result. You can use this effect only once per saving throw.
- Neutrality. When a creature that isn't native to the plane you're on targets you with an attack, you can spend 1 sorcery point to force that creature to make a Charisma saving throw equal to your spell save DC. On a failed save the target must choose a new target for the attack or lose the attack.
Divine Form
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 Magic 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.
Holy Servant
At 18th level your power is recognized as worthy by creatures of your bloodline. You can use this power to cast a conjuration spell determined by your bloodline, described below. You can cast this spell once per long rest at 7th level.
Affinity | Spell |
---|---|
Good | Conjure Celestial |
Evil | Infernal Calling |
Law | Find Greater Steed |
Chaos | Conjure Fey |
Neutrality | Conjure Elemental |
' .. Art: Last Sight by Maskman626