My Documents
Become a Patron!
### Divine Magic You learn additional spells when you reach certain levels in this class, as shown on the Divine 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. The new spell must be a spell on the cleric or sorcerer spell list. #### Divine Spells Table | Sorcerer Level | Spells | |:---:|:-----------:| | 1 | Healing Word, Guiding Bolt | | 3 | Aid, Spiritual Weapon | | 5 | Revivify, Mass Healing Word | | 7 | Aura of Life, Banishment | | 9 | Holy Weapon, Summon Celestial | ### 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 Divinity Starting at 6th level, when you cast any spell of 1st level or higher from your Divine Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
If you cast a spell using sorcery points, & the spell has a range of 5ft or greater double the range of the spell. ### 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 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. ### Unearthly Recovery At 18th level, you gain the ability to overcome grievous injuries.
As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.