Divine Soul, 2nd Variant (5e Subclass)
Divine Soul[edit]
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 familial connection to a divine being. Perhaps 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 are dominated by a few bloodlines and preserved over generations.
Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.
Bonus Spells[edit]
At 1st level, choose a cleric divine domain associated with your god. If your god has no clerics, consult your DM as to which divine domain is appropriate.
Your chosen domain's spells serve as your bonus spells for this sorcerous origin and count as sorcerer spells for you. Starting at 1st level, and again when you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you learn your domain's spells that become available to clerics at those levels.
Divine Magic[edit]
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, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Favored by the Gods[edit]
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 1d4 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.
Unearthly Recovery[edit]
At 6th level, you gain the ability to overcome your injuries. As a bonus action, you can regain hit points equal to twice your sorcerer level.
Once you use this feature, you can’t use it again until you finish a long rest.
Blessed Countenance[edit]
At the 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
Otherworldly Wings[edit]
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. Your god's alignment determines the appearance of the spectral wings: eagle wings for good, bat wings for evil, and dragonfly wings for neutral.
Wrath of God[edit]
Starting at 18th level, you can implore your god to reach from beyond the Prime Material Plane and smite your foes. When you cast a spell that deals damage, you can choose one creature damaged by that spell on the round you cast it. That creature takes additional radiant (if your god is good), necrotic (if your god is evil), or force (if your god is neutral) damage equal to three times your sorcerer level. This damage ignores resistance and immunity.
Once you use this feature, you can't use it again until you finish a long rest.
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