Sorcerous Origin

Radiant Grace

These sorcerers draw their magic from a direct connection to a god or a divine plane. Their power may originate from a stolen fragment of a deity’s essence, hidden within their bloodline, or from divine intervention at birth. Whatever the cause, their magic carries the touch of the divine.

Radiant manifestation spells

Radiant Magic

If you expend sorcery points to cast a spell from the holy manifestation spell list you or another creature within 30 feet of you regain hit points equal to twice the spell’s level.

If you replace a spell from you radiant manifestation spell list, the new spell must be an abjuration or conjuration spell from the divine spell list.

Holy Manifestation

Beginning at 3rd level, your body transforms and takes on physical details related to one or more outer planes. This may cause your body to become visibly infused with energy that seemingly tries to escape your body, or your appearance may become unnaturally beautiful or threatening; maybe your eyes burn with an inner glow, or you constantly smell of sulphur. You gain the following ability:

  • Magic of the Gods. 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 it into a success.

You can only use this ability once between long rests, unless you spend 1 sorcery point to use it again.

 

Unearthly Recovery

At 10th level, you gain the ability to overcome grievous injuries. As a bonus action, when you are bloodied, you can regain a number of hit points equal to half your hit point maximum.

You can use this feature once between long rests.

 

Unleashed Spark

Beginning at 14th level, you can release some of the energy that is being kept up inside you as an action.

For each creature within 60 feet of you, you choose whether that creature is harmed or healed by this energy. Harmed creatures must succeed on a Constitution saving throw or take 5d10 radiant damage, and become dazed until the end of their next turn. A creature that succeeds on its saving throw takes half as much damage and isn’t dazed. Healed creatures instead regain 5d10 hit points.

Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Sorcerer Level

Spells

3

cure wounds, sanctuary, lesser restoration

4

gentle repose

5

beseech lost soul

6

revivify

7

death ward

8

aura of purity

9

raise dead