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Which version of the Favoured Soul do you like best?
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<blockquote data-quote="tuxgeo" data-source="post: 7098866" data-attributes="member: 61026"><p>The first one is mostly a Sorcerer: the only Cleric spells it gets are the Domain spells. In the other two, the "Divine Magic" feature allows a Sorcerer to take <em><strong>only</strong></em> Cleric spells for that PC's entire career, if the player decides to do that. </p><p></p><p>To review: </p><p></p><p>FIRST VERSION: (1) Choose a domain and gain the listed spells as Sorcerer spells known at the listed levels. (2) Proficiency with Cleric armor and weapons. (3) At 6th level, gain Extra Attack. (4) At 14th level, gain the ability to manifest physical wings from your back as a bonus action (dismiss as a bonus action), and gain a flying speed. (5) At 18th level, gain the ability to regain Hit Points each time you cast one of your domain spells.</p><p></p><p>SECOND VERSION: (1) DIVINE MAGIC: Each time you (ever) learn a cantrip or a spell of Sorcerer Level 1 or higher (ad provided on The Sorcerer Table in the PHB), you can choose instead from the Cleric spell list, and it becomes a Sorcerer spell for you. (2) Also, you have 1 extra Hit Point added to your Hit Point maximum at each Sorcerer level you take. (3) Also, once per rest, if you miss with an attack roll or fail a save, you can roll 2d4 and add it to the total on that attack or save. (4) At 6th level, Blessed Countenance: your connection to divinity shows up as an enhancement to your physical appearance of beauty, youthfulness, kindness, or imposing-ness. (5) At 14th level, gain immunity to disease, poison damage, and the Poisoned condition. (6) At 18th level, gain the ability, to regain Hit Points equal to half your Hit Point maximum when you drop below half Hit Points, once per long rest.</p><p></p><p>THIRD VERSION: (1) DIVINE MAGIC: Each time you (ever) learn a cantrip or a spell of Sorcerer Level 1 or higher (ad provided on The Sorcerer Table in the PHB), you can choose instead from the Cleric spell list, and it becomes a Sorcerer spell for you. (2) Also, once per rest, if you miss with an attack roll or fail a save, you can roll 2d4 and add it to the total on that attack or save. (3) At 6th level, whenever you roll dice to determine how many Hit Points one of your Sorcerer spells restores, you can spend 1 Sorcery Point to reroll as many of those dice as you want, one time. (4) Your connection to divinity shows up as an enhancement to your physical appearance of beauty, youthfulness, kindness, or imposing-ness. Also, you can manifest a pair of spectral wings from your back as a bonus action (and dismiss as a bonus action), giving you a flying speed. (5) At 18th level, gain the ability, to regain Hit Points equal to half your Hit Point maximum when you drop below half Hit Points, once per long rest.</p><p></p><p>I don't mind the wings so much, but I want my Sorcerers to have to take at least <em>some</em> Sorcerer spells.</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 7098866, member: 61026"] The first one is mostly a Sorcerer: the only Cleric spells it gets are the Domain spells. In the other two, the "Divine Magic" feature allows a Sorcerer to take [I][B]only[/B][/I] Cleric spells for that PC's entire career, if the player decides to do that. To review: FIRST VERSION: (1) Choose a domain and gain the listed spells as Sorcerer spells known at the listed levels. (2) Proficiency with Cleric armor and weapons. (3) At 6th level, gain Extra Attack. (4) At 14th level, gain the ability to manifest physical wings from your back as a bonus action (dismiss as a bonus action), and gain a flying speed. (5) At 18th level, gain the ability to regain Hit Points each time you cast one of your domain spells. SECOND VERSION: (1) DIVINE MAGIC: Each time you (ever) learn a cantrip or a spell of Sorcerer Level 1 or higher (ad provided on The Sorcerer Table in the PHB), you can choose instead from the Cleric spell list, and it becomes a Sorcerer spell for you. (2) Also, you have 1 extra Hit Point added to your Hit Point maximum at each Sorcerer level you take. (3) Also, once per rest, if you miss with an attack roll or fail a save, you can roll 2d4 and add it to the total on that attack or save. (4) At 6th level, Blessed Countenance: your connection to divinity shows up as an enhancement to your physical appearance of beauty, youthfulness, kindness, or imposing-ness. (5) At 14th level, gain immunity to disease, poison damage, and the Poisoned condition. (6) At 18th level, gain the ability, to regain Hit Points equal to half your Hit Point maximum when you drop below half Hit Points, once per long rest. THIRD VERSION: (1) DIVINE MAGIC: Each time you (ever) learn a cantrip or a spell of Sorcerer Level 1 or higher (ad provided on The Sorcerer Table in the PHB), you can choose instead from the Cleric spell list, and it becomes a Sorcerer spell for you. (2) Also, once per rest, if you miss with an attack roll or fail a save, you can roll 2d4 and add it to the total on that attack or save. (3) At 6th level, whenever you roll dice to determine how many Hit Points one of your Sorcerer spells restores, you can spend 1 Sorcery Point to reroll as many of those dice as you want, one time. (4) Your connection to divinity shows up as an enhancement to your physical appearance of beauty, youthfulness, kindness, or imposing-ness. Also, you can manifest a pair of spectral wings from your back as a bonus action (and dismiss as a bonus action), giving you a flying speed. (5) At 18th level, gain the ability, to regain Hit Points equal to half your Hit Point maximum when you drop below half Hit Points, once per long rest. I don't mind the wings so much, but I want my Sorcerers to have to take at least [I]some[/I] Sorcerer spells. [/QUOTE]
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