Sorcerous Origin: Favored Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study. Favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.
Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. Mortals who perform great services to deities, devoting their lives and work to the cause of their god or goddess, sometimes become the Chosen of that deity.
Being born a favored soul has both advantages and disadvantages. Like a cleric, a favored soul has access to her god’s divine magic. Unlike a cleric, however, the magic of a favored soul is natural. As such, it is unlikely to be denied by her god. Because favored souls do not need to pray for their spells, deities don’t need to approve or disapprove each and every incantation. This and the many divine powers of a favored soul make members of the class quite powerful. Despite these powers, favored souls are often hindered by a sense of inescapable destiny that surrounds their births. They didn’t choose their paths and may not want anything to do with their religion. In this way, the powers of a favored soul can be a burden rather than a blessing.
At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons. You also gain proficiency with the favored weapon of your chosen faith or deity, if it is not already covered.
At 1st level, you are a vessel of divine magic. You select spells from the cleric spell list instead of the sorcerer spell list. You can however choose cantrips from either the sorcerer or cleric spell list.
At 1st level, you choose one of the cleric class’s divine domains. You gain all of the 1st level features of your chosen domain including the domain spells.
At 6th level, you gain the 6th level feature from your chosen cleric domain. If the feature is based on a clerics Channel Divinity, it requires 1 Sorcery point to use.
At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
View the Domains of the Deities of Eberron to find out which faiths will allow you this domain.
This originally appeared in the Wizards Unearthed Arcana: Modifiying Classes listed as Favored Soul. It has been modified from what was originally posted by Wizards.