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Sorcerer

Divine

A Sorcerer touched by Mount Celestia. They are champions of law and virtue. To the immoral they are destroyers, to the moral they are saviors and protectors. They can show mercy. To those that work for it. Divine Sorcerers always test themselves and others to prove and improve their virtues. They shed their healing light upon all those that are deserving.

Level Prepared Spells
3Aid, Bless, Cure Wounds, Healing Spirit, Sacred Flame
5Aura of Vitality, Beacon of Hope
7Aura of Life, Aura of Purity
9Dawn, Hallow

Subclass Features

Lv 3

Origin Spells

Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Favored by the Gods

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.

Lv 6

Empowered Healing

The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 ft 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. You can use this feature once per turn.

Wellspring of Vitality

The power of the heavens courses through you. You can no longer gain levels of Exhaustion. When you would have your hit points restored or you expend hit dice during a short rest you regain additional hit points equal to your CHA modifier (Minimum 1).

Lv 14

Angelic Form

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 ft. The wings last until you're Incapacitated, you die, or you dismiss them as a bonus action.

You can use this feature once per long rest or you can regain use of this feature by expending 2 Sorcery Points.

Lv 18

Unearthly Recovery

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. You end all conditions on yourself when you use this feature.

Once you use this feature, you can’t use it again until you finish a long rest.