This subclass has received minor changes
Level 1: Cure Wounds
Level 3: Aid
Level 5: Spirit Guardians
Level 7: Death Ward
Level 9: Greater Restoration
Level 11: Conjure Celestial
Level 13: Crown of Stars
Level 15: Sunburst
Level 17: Mass Heal
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.
Starting at 6th level, the divine energy coursing through you can empower healing spells. When you heal a creature with a spell and you roll a 1 or a 2 on a die, you can treat that die as having instead rolled its maximum value for that creature.
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.
You can choose the appearance of the spectral wings based off of your alignment: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer 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.