Divine Soul Sorcerer

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.

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

Class Features

Feature Description
Favored by the Gods 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 regain this ability after a short or long rest.
Empowered Healing At 6th level, when you or an ally within 5 feet rolls dice to restore hit points, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. This can be used once per turn.
Angelic Form At 14th level, you can use a bonus action to manifest a pair of spectral wings from your back, granting a flying speed of 30 feet. They last until you're incapacitated, you die, or you dismiss them as a bonus action. The appearance of the wings depends on your Divine Magic affinity: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery At 18th level, as a bonus action, when you have fewer than half your hit points remaining, you can regain hit points equal to half your maximum HP. You can use this ability once per long rest.