Divine Sorcery#
Your magic springs from the divine blood that flows through your veins. The gods have often been known to consort with mortals, and such unions sometimes produce half-divine offspring. These individuals are called demigods, and many of them are born with a powerful aptitude for magic.
Demigods exhibit powers that are related to the domain of their godly ancestor, but their magic is not constrained by this association. Rather, they may channel the power in their blood to improve the efficacy of any spell, regardless of its type. Additionally, the divine power that courses through their blood makes demigods impressive specimens of both physical fitness and beauty.
Divine Sorcery#
Additionally, whenever you make a Charisma ability check when interacting with Celestials (including gods), your Proficiency Bonus is doubled if it applies to the check, unless you have Expertise in the relevant skill.
Level 3: Inherited Strength#
Your godly lineage bestows you with extraordinary strength and resilience. You are proficient in Strength saving throws. Additionally, you have Advantage on Constitution saving throw to retain Concentration on a spell.

Level 6: Empowered Magic#
Echoes of divine power flow through your spells. When you cast a spell, you may spend 1 Sorcery Point to increase the spell’s effective level by 1. You cannot use this feature to increase a spell’s effective level by more than 1. For example, if you use a level 5 spell slot to cast fireball as a level 5 spell, you may spend 1 Sorcery Point to cast the spell at level 6 instead.
Level 14: Divine Resistance#
Your divine blood allows you to shrug off effects that would destroy mere mortals. When you fail a saving throw, you can choose to succeed instead. If the triggering effect deals half damage on a success, you take no damage instead.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Level 18: Ascendant Sorcery#
Your power has begun to rival your divine ancestor’s. When you use the Empowered Magic feature, you may increase the spell’s effective level by more than 1. You must spend 1 Sorcery Point for each effective level that you add to the spell. You may not increase the effective spell level above 10.
Divine Sorcery and Spells Sorcerer Level Good Spells Evil Spells 3 Aid, Bless, Ray of Sickness, Healing Word, Witch Bolt, Lesser Restoration Blindness/Deafness, Heat Metal 5 Mass Healing Word, Animate Dead, Revivify Vampiric Touch 7 Aura of Life, Summon Aberration, Death Ward Phantasmal Killer 9 Greater Restoration, Cloud Kill, Mass Cure Wounds Contagion
Law Spells Chaos Spells Command, Charm Person, Guiding Bolt, Disguise Self, Augury, Crown of Madness, Hold Person Hideous Laughter, Dispel Magic, Feign Death, Slow Hypnotic Pattern Banishment, Confusion, Freedom of Movement Dimension Door Dominate Person, Animate Objects, Hold Monster Modify Memory
