Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. You can use this feature only once per turn. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. Starting at 6th level, the divine energy coursing through you can empower healing spells. Once you use this feature, you can't use it again until you finish a short or long rest. 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. Starting at 1st level, divine power guards your destiny. If you later replace this spell, you must replace it with a spell from the cleric spell list. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. You learn an additional spell based on that affinity, as shown below. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. 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. Your link to the divine allows you to learn spells normally associated with the cleric class. Source: Xanathar's Guide to Everything Divine Magic
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