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Subclass Sorcerer Divine Soul
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The Divine Soul is a Sorcerer subclass whose innate magic comes from a divine source. Divine Magic at Level 3 opens the Cleric spell list to a Sorcerer, adding fixed picks at Levels 3, 5, 7, and 9 on top of the spells the class already learns. Favored by the Gods gives a once-per-Short-Rest 2d4 that can turn a failed saving throw or a missed attack into a success. Empowered Healing at Level 6 adds bonus healing to every healing spell you cast, the same bonus the Life Domain Cleric gets from Disciple of Life.
| LEVEL | FEATURE |
|---|---|
| 3 | Divine Magic, Favored by the Gods |
| 5 | Divine Magic (Level 3 spells) |
| 6 | Empowered Healing |
| 7 | Divine Magic (Level 4 spells) |
| 9 | Divine Magic (Level 5 spells) |
Divine Magic Each time you reach Sorcerer level 3, 5, 7, and 9, you pick additional spells from the Cleric spell list. They become Sorcerer spells for you and are granted on top of the Sorcerer's own spells known, so they cost you nothing from the class's normal budget.
| LEVEL | PICKS | CHOSEN FROM |
|---|---|---|
| 3 | 2 cantrips | Bursting Sinew, Guidance, Holy Word, Light, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead, Word of Radiance |
| 3 | 2 Level 1 spells | Bane, Bless, Command, Create Destroy Water, Cure Wounds, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil and Good, Sanctuary, Shield of Faith, Wardaway |
| 3 | 2 Level 2 spells | Aid, Blindness, Calm Emotions, Enhance Ability, Hold Person, Lesser Restoration, Prayer of Healing, Protection from Poison, Searing Orb, Silence, Spiritual Weapon, Warding Bond |
| 5 | 2 Level 3 spells | Animate Dead, Astral Flood, Aura of Vitality, Beacon of Hope, Bestow Curse, Daylight, Feign Death, Glyph of Warding, Laeral's Silver Lance, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Speak with Dead, Spirit Guardians, Trollblood Infusion |
| 7 | 2 Level 4 spells | Banishment, Death Ward, Freedom of Movement, Guardian of Faith |
| 9 | 2 Level 5 spells | Circle of Power, Contagion, Dawn, Dispel Evil and Good, Flame Strike, Greater Restoration, Holy Weapon, Insect Plague, Mass Cure Wounds, Planar Binding, Summon Celestial |
The two cantrips are always prepared. The picks are made at those levels rather than freely whenever you learn a spell.
Favored by the Gods When you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the roll, possibly turning the failure into a success. You get one use, and it returns on a Short Rest.
It prompts you on both saving throws and attack rolls, and only offers itself when 2d4 could actually cover the margin, so it is never wasted on a roll it cannot save.
Empowered Healing When a spell restores Hit Points to a creature, that creature regains 2 + the spell slot's level extra Hit Points.
Conditions: HealDoneGreaterThan(0) and (IsSpell() or IsCantrip())
or SpellId('Target_AuraOfVitality_Activate')
As with the Life Domain's Disciple of Life, this covers healing cantrips as well as slotted spells, and it is wired to fire on Aura of Vitality specifically.
The Divine Soul is the support-caster Sorcerer. Every other Sorcerer subclass narrows the class toward a damage or control identity; this one widens the spell list instead, and Cleric picks reach places the Sorcerer list simply does not go — Revivify, Greater Restoration, Death Ward, Freedom of Movement, Aura of Vitality.
The healing side compounds. Empowered Healing pays out per healing instance, so multi-target and repeated-tick healing benefits most: Mass Healing Word hits three or more allies for +5 each at a Level 3 slot, and Aura of Vitality is explicitly covered, adding the bonus to its healing rather than only to the initial cast.
Metamagic is what separates this from just playing a Cleric. Twinned Healing Word doubles a Bonus Action heal; Quickened turns Mass Cure Wounds into a Bonus Action; Careful on Spirit Guardians is not needed, but Extended doubles its duration for the whole fight. Distant Cure Wounds heals from across the battlefield.
Favored by the Gods is a small but reliable safety net — 2d4 averages 5, which converts a large share of near-misses. Because it recharges on a Short Rest rather than a Long Rest, it is worth spending freely; the practical use is a failed Constitution save that would have dropped concentration on Hold Person or Spirit Guardians.
The cost is Sorcerer chassis: d6 Hit Point Die, no armor, and a spells-known list rather than the Cleric's prepared casting. Charisma is the spellcasting ability for the Cleric picks too, so there is no split-attribute problem — Guiding Bolt and Sacred Flame use the same DC as the rest of your spells.
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