Sorcerer
Base Class: Sorcerer

Your magic comes from the powerful energy of the Upper Planes. Your mere presence could be bound to that of a powerful celestial, such as an angel, a unicorn, or other entity that resides in the planes of everlasting bliss; or you were just imbued in it after extra planar travel lead you there. Whatever the case, your connection to this plane allows you to experience the barest touch of holy magic that illuminates the the multiverse and shapes your magic.

Celestial Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Additionally, you learn additional spells when you reach certain levels in this class, as shown in the Celestial Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. 

Celestial Spells

Sorcerer Level

Spells

1st Guiding Bolt, Bless
3rd Lesser Restoration, Spiritual Weapon
5th Revivify, Spirit Guardians
7th Guardian of Faith, Banishment
9th Greater Restoration, Mass Cure Wounds

Favored by Above

Starting at 1st level, your celestial magic guides 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.

Celestial Protection

When you reach 6th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your sorcerer level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your sorcerer level + your Charisma modifier.

Otherwordly Wings

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 35 feet. You choose their apperaance, and the wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

Unearthly Recovery

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 + your level. Once you use this feature, you can't use it again until you finish a long rest or until you spend five sorcery points to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
1/22/2023 2:36:11 AM
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