Base Class: Sorcerer
Your powers come from a divine ancestor. One of your parents, or perhaps some distant ancestor, was a god of some sort. Maybe they were one of the major gods commonly worshipped across the many planes of existence, or maybe your ancestor is a forgotten god, lost to time. Either way, their blood flows through your veins, manifesting certain divine traits and abilities.
Divine Potential
Your divine bloodline manifests as an ever-increasing power deep within your being. Your powers grow at an alarming rate as you further tap into this potential. At 1st level, you can permanently increase one of your Ability Scores by 1. You gain this feature again at 6th, 14th and 18th levels
Heavenly Arms
Starting at 1st level, you become proficient in Simple Weapons and Shields. As a bonus action on your turn, you can conjure a ethereal weapon in your hand. The weapon's form must be one you are proficient with, and it uses your Spellcasting Ability for attack and damage rolls. The damage die used are the same as the weapon form you choose, but the damage type is radiant. The conjured ethereal weapon has all the properties of a regular weapon of its type, and it lasts until you dismiss it as a bonus action or if you are incapacitated or forcibly disarmed.
Starting at 2nd level, if the ethereal weapon you conjure has the Light property, you may spend a sorcery point to conjure a second Light weapon in your off-hand, using the normal rules for Two-Weapon Fighting. If your weapon has the Versatile or Light property, you may choose to spend a sorcery point to conjure an ethereal shield in your off hand rather than a second weapon, gaining the regular benefits of fighting with a shield.
If the ethereal weapon has the Thrown property, it will return to your hand at the end of your turn if you throw it. In any other case, if the weapon/shield leaves your hand, it will disappear, and you must conjure it again as a bonus action on your next turn. Once you have conjured your weapon, you may not change its shape unless you dismiss it and conjure a new weapon.
Divine Flight
Starting at 6th level, you gain a fly speed of 20ft. While you are flying, melee attacks made against you are made at disadvantage due to your increased maneuverability.
At 8th level, your fly speed increases by 10ft, then again at 10th, 14th and 18th level.
Rising Divinity
You are beginning to come into your own divine powers, making your spells more potent. You gain a permanent +3 to your Spell Save DC, and can add your spellcasting ability modifier to a single dice roll for spell damage. Additionally, weapons conjured with your Heavenly Arms feature gain +2 to attack and damage rolls.
Ascendant
At 18th level, word of your existence and journey has traveled far and wide, and your divinity has grown to the point where you can draw power from those who worship you. Whenever your hit points drop to 0, you automatically gain 1 successful death saving throw. Upon making 3 successful death saving throws, you regain 1 hit point and are no longer incapacitated. When you do this, you can expend any nymber of unused sorcery points to gain temporary hit points equal to 5 times the number of sorcery points spent.
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