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Healing hands

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As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait you cannot use it again until you have finished a long rest.

Font of Magic

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Sorcery Points - You have a maximum of Sorcery Points equal to your level. You regain used Sorcery Points when you finish a long rest.

Flexible Casting - You may use Sorcery Points to regain Spell Slots and vice versa. To do so, as a bonus action spend points of the equivalent kind as on the table below.

Spell Slot/Sorcery Points exchange:
Level 1 Spell Slot = 2 Sorcery Points
Level 2 Spell Slot = 3 Sorcery Points
Level 3 Spell Slot = 5 Sorcery Points
Level 4 Spell Slot = 6 Sorcery Points
Level 5 Spell Slot = 7 Sorcery Points

Favored by the gods

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If you fail a saving throw or miss with an attack roll you may roll 2d4 and add them to the total potentially changing the outcome. When you use this feature you cannot use it again until you have finished a long rest.

Static features/traits

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Celestial Resistance - You have resistance to necrotic and radiant damage (you take only half damage when taking damage of these types)
Light Bearer - You know the 'light' cantrip
Darkvision – You can see in dim light within 60 feet as if it were bright and in darkness as if it were dim. You discern colors in darkness as shades of grey
Divine Magic - You know the 'cure wounds' spell. You may learn spells and cantrips from either the cleric or sorcerer spell list
Alert - You gain a +5 bonues to initiative rolls (marked on character sheet). You cannot be surprised while conscious. Other creatures don't gain advantage on attack rolls against you due to them being unseen by you.