Divine Sorcery
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.
Divine Magic
At 3rd level, when you learn new spells, you can pick from the Divine Spell List in addition to the Arcane Spell List. Additionally, you gain one of the following spells: Bane, Bless, Cure Wounds, Inflict Wounds, Protection from Evil and Good. The chosen spell does not count against your maximum number of spells known.
Favored by the Gods
At 3rd level, when you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly turning a failure into a success. Once you use this feature, you cannot do so again until you finish a short or long rest.
Empowered Healing
Starting at 6th level, the divine energy coursing through you can empower healing spells. 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 2 sorcery points to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
Angelic Form
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
You determine the appearance of the spectral wings: eagle wings, bat wings, or dragonfly wings.
Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you or a creature you can see within 60 feet of you has fewer than half of their hit points remaining, they regain a number of hit points equal to half their hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.