Divine Soul Sorcerer is a subclass available to sorcerers in Dungeons & Dragons 5e. It was introduced in Xanathar’s Guide to Everything.
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Divine Soul Sorcerer 5e
All sorcerers draw their power from their own innate connection to magic. Unlike other casters in D&D, sorcerers do not need to learn their magic but instead are born with it. When creating a sorcerer, at level 1, players must choose a Sorcerous Origin. This determines the nature of the character.
Divine Soul Sorcerers draw their power from an ancient lineage. Somewhere in their bloodline lies a hint of Divine power. Perhaps an Angel-turned-human fathered a child. Maybe an ancient prophecy foretold your birth. Whatever the source of your Divine Soul, you are truly a force for change.
As a being blessed by divinity, you have a natural magnetism and may be seen as a threat by certain religious orders. Though the common folk often love you, those in power may wish to use your birthright for their own ends.
Divine Soul Sorcerer 5e Features
Like all subclasses, the Divine Soul Sorcerer gives players an array of powerful and unique abilities.
Level 1 | Divine Magic, Favored by the Gods |
Level 6 | Empowered Healing |
Level 14 | Otherworldly Wings |
Level 18 | Unearthly Recovery |
Divine Magic
Beginning at level 1, you may select spells from the Cleric spell list as well as the Sorcerer spell list. You must still meet all requirements for learning the spell. It becomes a sorcerer spell for you. In addition, select an Alignment for your magic and gain one of the following spells based on that choice. This spell counts as a sorcerer spell for you and does not count against the number of spells you can know.
Good | Cure Wounds |
Evil | Inflict Wounds |
Law | Bless |
Chaos | Bane |
Neutrality | Protection from Good and Evil |
Favored By The Gods
Beginning at level 1, you are protected by the Gods. When you fail any saving throw or attack roll, you may choose to roll an additional 2d4 and add the total to your roll. Once used, you must complete a long or short rest before using it again.
Empowered Healing
Once you reach level 6, you can tap into the divine power within you to boost the effects of healing magic around you. When you or a an ally within 5 feet of you roll dice to determine the number of hit points restored by a spell, you may spend 1 sorcery point to reroll any number of these once. This ability is a free action and can only be used once per turn.
Otherworldly Wings
At level 14, you gain the ability to create a pair of spectral wings. As a bonus action, you may manifest a pair of wings that grow out of your back. You gain a flying speed of 30 feet. These wings last until they are dismissed as a bonus action, you are incapacitated, or killed.
Unearthly Recovery
At level 18, your divine calling can save you from even grievous wounds. As a bonus action, when you have fewer than half of your maximum hit points, you may regain a number of hit points equal to half of your maximum. This ability may be used once per long rest.