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 a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an 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.
| Affinity | Spells |
|---|---|
| Good | Homebrew Cure Wounds (Revised)1-level Necromancy Casting Time: 1 bonus action
Range/Area: 30 ft (or touch)
Components: V, S, M
Duration: Instantaneous
Damage/Effect: Healing
A creature of your choice that you can see within range regains hit points equal to 2d8 + your spellcasting modifier.This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each spell slot above 1st.
If cast using the touch option, add twice your proficiency bonus to the total hit points regained. |
| Evil | Inflict Wounds |
| Law | Bless |
| Chaos | Bane |
| Neutrality | Protection from Evil and Good |
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