dauntless/content/Classes/Sorcerer/Sacred.md
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Players Guide 2

Your magical power derives from a deity. An avatar or a powerful celestial or fiendish proxy might feature in your distant ancestry, or you might be linked to a major change for the deity, for good or for bad. Though you share some characteristics with clerics, you might find yourself shunned by the deitys worshippers as a false manifestation or competitor for the “rightful” recipients of the deitys power.

Sacred Progression
Sorcerer Level Features
3rd Divine Providence, Metamagic: Divine Spell, Sacred Origin Spells
7th Divine Retribution
11th Divine Fortitude
15th Divine Conduit

Sacred Origin Spells 

3rd-Level Sacred Feature 

When you gain this subclass, choose if your magic derives from celestial or fiendish power. You gain origin spells at the sorcerer levels listed in the Celestial Origin Spells table or the Fiendish Origin Spells table, based on which you chose. See the Sorcerer Subclass class feature in the Players Guide for how these spells work. 

Celestial Origin Spells
Sorcerer Level Spells
3rd aid, cure wounds
5th daylight, mass healing word
7th aura of mercy*, death ward
9th dispel evil and good, flame strike
11th heal, righteous fervor*

*indicates a spell found in this Document

Fiendish Origin Spells
Sorcerer Level Spells
3rd blindness/deafness, inflict wounds
5th aura of bane*, vampiric touch
7th blight, compulsion
9th contagion, dispel evil and good
11th demonic wings*, harm

*indicates a spell found in this Document

Divine Providence 

3rd-Level Sacred Feature 

Your divine nature grants you a minor amount of grace. If you fail a save or miss an attack roll, you can roll a d4 and add it to the total, potentially turning a failure into a success. You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.

Metamagic 

3rd-Level Sacred Feature 

You gain the following unique option for your Metamagic feature (see Players Guide). This option cant be replaced and doesnt count against the number of Metamagic options that you know. 

Metamagic: Divine Spell 

When you cast a spell that deals damage, you can spend 1 sorcery point (see Players Guide) when rolling damage to replace half the spells damage with necrotic damage, if you chose Fiendish origin spells, or with radiant damage, if you chose Celestial origin spells (see also Sacred Origin Spells). You can use this Divine Spell option even if you have already used a different Metamagic option during the casting of the spell.

Divine Retribution 

7th-Level Sacred Feature 

As a reaction when a creature you can see deals damage to you, you can release a backlash of divine energy. The creature must make a CON save against your spell save DC, taking necrotic damage (if you chose Fiendish origin spells) or radiant damage (if you chose Celestial origin spells) equal to the damage it dealt to you on a failed save or half as much damage on a successful one. Once used, you cant use this feature again until you finish a short or long rest, unless you spend 3 sorcery points.

Divine Fortitude 

11th-Level Sacred Feature 

Divine power courses through your body, changing it in subtle ways. You are immune to disease and the poisoned condition, and you are resistant to the charmed and frightened conditions.

As a bonus action, you can call on this divine power to manifest a pair of wings from your back, gaining a f lying speed equal to your walking speed. They last until you dismiss them (as a bonus action). The wings have a feathered, bird-like appearance if you chose Celestial origin spells or a leathery, bat-like appearance if you chose Fiendish origin spells. The appearance of the wings is otherwise up to you. You cant manifest your wings while wearing armor.

Divine Conduit 

15th-Level Sacred Feature 

As an action, you can become a conduit of divine power. This lasts for 1 hour or until you are knocked unconscious. While affected, you gain the following benefits:

  • Each ally within 5 feet of you has advantage on saves against spells and other magical effects and on saves against being charmed or frightened. As a bonus action, you can extend this radius to 20 feet until the start of your next turn.
  • If you chose Celestial origin spells, any spell you cast of 1st circle or higher that restores hit points to a creature restores 50 percent more hit points.
  • If you chose Fiendish origin spells, any spell you cast of 1st circle or higher that deals necrotic damage to one or more creatures also frightens any creature hit by the spell or that failed its save against the spell until the start of your next turn.
  • You gain a +2 bonus to AC. 
  • You have advantage on saves against spells and other magical effects.

Once used, you cant use this feature again until you finish a long rest, unless you spend 10 sorcery points to do so.