Sorcerer
Base Class: Sorcerer

You are heavenly being with access to divine power. 

Angelic Magic

1st-level Angelic Sorcery feature

Choose whether you are an angel focused on healing or one focus on battle. You may change your focus when making a long rest.
If your chose Healer then you gain access to the cantrip Guidance. 
If you choose Warrior you gain access to the cantrip Sacred Flame.

You also learn additional spells from when you reach certain levels in this class, as shown on the Angelic Healing and War Spells tables. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

The Lord's Healer

Angelic Healing Spells
SORCERER LEVEL SPELLS
1st Bless, Healing Word, Protection from Evil and Good, Sanctuary
3rd Lesser Restoration, Prayer of Healing
5th Beacon of Hope, Mass Healing Word
7th Aura of Life, Otiluke's Resilient Sphere
9th Dispel Evil and Good, Mass Cure Wounds 

Warrior of God

Angelic War Spells
SORCERER LEVEL SPELLS
1st Command, Guiding Bolt, Heroism, Shield of Faith
3rd Flame Blade, Warding Bond
5th Call Lightning, Spirit Guardians
7th Fire Shield, Guardian of Faith
9th Flame Strike, Hallow 

Divine Sparks

Starting at 3rd level, you gain access to a well of divine sparks gifted to you by your celestial nature. You have a number equal to half your class level rounded up. You can use these sparks to fuel certain angelic abilities.  You can use sorcery points in place of sparks, 3 sorcery points are worth 1 divine spark. You regain all divine sparks after a long rest. 

Heal: As a bonus action, you may spend divine sparks to heal yourself 3 + half your class level rounded up + a number of d12s equal to the amount of sparks you spend. Healing an ally costs 2 sparks per d12. 
Protect: As a bonus action, you may spend a divine spark to give an ally a bonus to their AC equal to your Charisma modifier until the start of your next turn. You may spend additional divine sparks to grant more allies this bonus, at a cost of 1 spark per ally.
Witness: As a bonus action, you may spend a divine spark to see into the ethereal plane for the next 12 minutes. You may spend additional divine sparks to grant your allies this vision, at a cost of 1 spark per ally. 
Sense: As a bonus action, you may spend a divine spark and for the next 7 minutes, you can sense any beings within 30ft of yourself and discern what creature type they are. You may spend additional divine sparks to grant your allies this sense, at a cost of 1 spark per ally.
Halo: As a bonus action, you may spend a divine spark to create a halo of magical light for 40 minutes. The halo floats gently above your head, giving off 60ft of bright light and an additional 60ft of dim light. You may spend additional divine sparks to increase the duration of the halo, 1 spark for another 40 minutes.
Blaze: As a bonus action, you may spend a divine spark to flash a blinding light, all hostile creatures that can see you within 15ft must make a Constitution save against your spell save DC. If they fail, they are blinded until the start of your next turn. You may spend divine sparks to give creatures disadvantage on the save, at a cost of 1 spark per enemy. 
Dazzle: As a bonus action, you may spend a divine spark to show off your divine authority. All hostile creatures that can see you within 15ft must make a Wisdom save against your spell save DC. If they fail, they are charmed by or frightened of you until the start of your next turn. You may spend divine sparks to give creatures disadvantage on the save, at a cost of 1 spark per enemy. 

You may use these abilities 2 times, you regain all uses of these abilities after a short or long rest. 
Starting at 7tth level, you may use them 3 times per short or long rest.
Starting at 12th level, you may use them 4 times per short or long rest.
Starting at 17th level, you may use them 5 times per short or long rest.

Ethereal Wings

Starting at 6th level, you can use a divine spark to form a pair of ethereal wings on your person. If you already have wings, these wings appear as a second pair on your back and their speed is added to your existing flying speed. These wings have different functions and appearances while in and out of combat. 

Soldier's Wings: These wings were meant for you to use as the lord's soldier. If you spend a divine spark as a bonus action, sturdy wings materialize on your back for 1 minute or until you dismiss them as another bonus action. They have a metallic looking quality to them though they are not made of metal and light glares off of them harshly. You gain a flying speed of 30ft, your AC is increased by 2 + half your proficiency rounded down, and you have advantage on saving throws to prevent or free yourself from being grappled or restrained as you use your wings push away enemies or cut through restraints. You may extend the time your wings last by spending additional divine sparks; each one increases the time by an additional minute. 

Messenger's Wings: These wings are meant for travelling and facilitating communication. If you spend a divine spark as a bonus action, huge gorgeous wings bloom from your back for 1 hour or until you dismiss them as another bonus action. They glimmer in the sunlight and shimmer faintly in the moonlight. They are designed to soar long distances. You gain a flying speed of 120ft, and a bonus to Persuasion and Intimidation checks equal to your Charisma modifier. You may extend the time your wings last by spending additional divine sparks; each one increases the time by an additional hour. If you attempt to make an attack, cast a malicious spell (including non-damaging spells like Bane or Dominate Person), or damage another creature, your wings immediately dissipate and you start falling to the ground. 

You may use each of these sets of wings once per long rest. 

Starling at 12th lvl, you may use each set of wings twice per long rest.
Starting at 17th lvl, the speed of your Soldier's Wings is increased to 70ft and the speed of your Messenger's Wings are increased to 300ft. 

Heavenly Favor

Starting at 14th level, you have gained further favor from the heavens, giving you certain abilities.

Heavenly Boon: You may gain a +7 bonus to an ability check, if you spend a divine spark you can add your Charisma modifier on top of that.
Heavenly Salvation: You may gain a +7 bonus to a saving throw, if you spend a divine spark you can add your Charisma modifier on top of that.
Heavenly Fortune: If you roll a Nat 1, change it to a 3 instead, or you can spend a divine spark to change the roll to a 12.

You may use these abilities a number of times equal to your proficiency bonus, you regain all uses of these abilities after a short or long rest

God's Chosen

At 18th level, you gain the ability to rise from death.

If you are killed, in that moment, you can spend all your remaining divine sparks (you need at least 1 spark, or 3 sorcery points) to be revived by holy power. A restorative light shines down on you from the heavens, permeating through your body. You are brought back to full health, but your maximum hit points are reduced by half until you take a long rest. You regain all of your divine sparks, but you cannot regain any more (including substituting sorcery points) until you take a long rest. Your Soldier's Wings materialize for a minute without costing a divine spark, but for this instance you may not extend the time they last. Also, a protective glow forms around you and for the next minute, you have advantage on saving throws, and any creature that hits you with an attack takes radiant damage equal to half your class level rounded down. 

Once you use this ability, you cannot use it again for 3 days. 

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