Sorcerer: Difference between revisions

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=== Divine Soul ===
== 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 familial connection to a divine being. These Sorcerers have power from the ancient War-Bringer gods or power from Bahumat, Tiamat, or Sardior.
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. These Sorcerers have power of the Three.
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==== Divine Spells ====
==== Divine Spells ====
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| 9th || Dawn, Mass Cure Wounds
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'''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. You can use this feature. number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
==== Favored By The Three ====
''1st Level Divine Soul Feature''<br>
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 Roll.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


'''Empowered Healing.''' Starting at 6th level, the divine energy coursing through you can empower healing spells. 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.
==== Empowered Healing ====
''1st Level Divine Soul Feature''<br>
The divine energy coursing through you can empower healing spells. Whenever you or a creature of your choice within 5ft of you Rolls to determine the number of Hit Roints 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.


'''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.
'''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.