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Character Class Title
Class Introduction
Lore introduction.
Hit dice.
starting equipment.
spellcasting rules.
etc.
Level 1 Class
Favored by the Gods Source: Xanathar's Guide to Everything
Starting at 1st level, divine power guards your destiny. 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.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 2 Class
Level 3 Class
Level 4 Class
Feat or Ability score
Level 5 Class
Level 6 Class
Empowered Healing Source: Xanathar's Guide to Everything
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 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
Level 7 Class
Level 8 Class
Ability Score or Feat
Level 9 Class
Level 10 Class
Level 11 Class
Level 12 Class
Ability Score or Feat
Level 13 Class
Level 14 Class
Angelic Form Source: Xanathar's Guide to Everything
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.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Level 15 Class
Level 16 Class
Ability Score or Feat