Difference between revisions of "Divine Soul (5A)"

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(== Divine Classes == {{ : Divine Classes (5A) }})
 
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Source: Xanathar's Guide to Everything
 
Source: Xanathar's Guide to Everything
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 +
== Divine Classes ==
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{{ : Divine Classes (5A) }}
  
 
== Sublcass Features ==
 
== Sublcass Features ==
=== Divine Soul Spells ===
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=== Divine Magic ===
Starting at 1st level, 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.
+
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.
  
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 from the cleric spell list.
+
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. If you later replace this spell, you must replace it with a spell from the cleric spell list.
  
 
{| class="wikitable"  
 
{| class="wikitable"  
|+'''Divine Soul Spells'''
+
|+'''Divine Affinity Spells'''
  
|| '''Sorcerer Level''' ||valign="bottom" | '''Spells'''  
+
|| '''Affinity''' ||valign="bottom" | '''Spells'''  
 
|-
 
|-
| valign=top align=center | 1 ||valign="top"| Command,  Guiding Bolt
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| valign=top | Good  ||valign="top"| [http://dnd5e.wikidot.com/spell:cure-wounds Cure Wounds]
 
|-
 
|-
| valign=top align=center | 3 ||valign="top"| Aid,  Enhance Ability
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| valign=top | Evil  ||valign="top"| [http://dnd5e.wikidot.com/spell:inflict-wounds Inflict Wounds]
 
|-
 
|-
| valign=top align=center | 5 ||valign="top"| Clairvoyance,  Dispel Magic
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| valign=top | Law  ||valign="top"| [http://dnd5e.wikidot.com/spell:bless Bless]
 
|-
 
|-
| valign=top align=center | 7 ||valign="top"| Banishment, Divination
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| valign=top | Chaos  ||valign="top"| [http://dnd5e.wikidot.com/spell:bane Bane]
 
|-
 
|-
| valign=top align=center | 9 ||valign="top"| Commune,  Flame Strike
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| valign=top | Neutrality  ||valign="top"| [http://dnd5e.wikidot.com/spell:protection-from-evil-and-good Protection from Evil and Good]
 
|}
 
|}
  
=== Divine Magic ===
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=== <span style="background-color:yellow">Divine Soul Spells</span> ===
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.
+
Starting at 1st level, 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.
  
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. If you later replace this spell, you must replace it with a spell from the cleric spell list.
+
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 from the cleric spell list.
  
 
{| class="wikitable"  
 
{| class="wikitable"  
|+'''Divine Spells'''
+
|+'''Divine Soul Spells'''
  
|| '''Affinity''' ||valign="bottom" | '''Spells'''  
+
|| '''Sorcerer Level''' ||valign="bottom" | '''Spells'''  
 
|-
 
|-
| valign=top align=center | Good  ||valign="top"| Cure Wounds
+
| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:command Command],  [http://dnd5e.wikidot.com/spell:guiding-bolt Guiding Bolt]
 
|-
 
|-
| valign=top align=center | Evil  ||valign="top"| Inflict Wounds
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| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:aid Aid],  [http://dnd5e.wikidot.com/spell:lesser-restoration Lesser restoration]
 
|-
 
|-
| valign=top align=center | Law  ||valign="top"| Bless
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| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:clairvoyance Clairvoyance],  [http://dnd5e.wikidot.com/spell:dispel-magic Dispel Magic]
 
|-
 
|-
| valign=top align=center | Chaos  ||valign="top"| Bane
+
| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:banishment Banishment], [http://dnd5e.wikidot.com/spell:divination Divination]
 
|-
 
|-
| valign=top align=center | Neutrality  ||valign="top"| Protection from Evil and Good
+
| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:commune Commune],  [http://dnd5e.wikidot.com/spell:greater-restoration Greater Restoration]
 
|}
 
|}
  
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Once you use this feature, you can’t use it again until you finish a long rest.
 
Once you use this feature, you can’t use it again until you finish a long rest.
 +
 +
== Editor's Notes ==
 +
Only change is the spells.

Latest revision as of 00:05, 28 November 2021

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Starfox's 5th Edition Fan Page

This is a Sorcerous Origin for 5A.

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 ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or 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 natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the 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.

Source: Xanathar's Guide to Everything

Divine Classes

There are many sources of power in all the many worlds, but the most well-known and most respected is that of the divine. Some call this miracles, some say its astral magic, everyone agrees the healing and enhancements are nice. Clerics and Paladins are the masters of this magic, but others practice it as well in certain subclasses such as the barbarian Zealot, bard Chanter, fencer Legate, rogue Holy Slayer and Saint of Sinners, sorcerer Divine Soul, warlock Celestial Patron, and wizard Astral Magic and Theurgist.

Sublcass Features

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. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Divine Affinity Spells
Affinity Spells
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutrality Protection from Evil and Good

Divine Soul Spells

Starting at 1st level, 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 from the cleric spell list.

Divine Soul Spells
Sorcerer Level Spells
1 Command, Guiding Bolt
3 Aid, Lesser restoration
5 Clairvoyance, Dispel Magic
7 Banishment, Divination
9 Commune, Greater Restoration

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 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.

Angelic 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.

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.

Editor's Notes

Only change is the spells.