Base Class: Sorcerer
A powerful descendant of a deity who uses innate divine power. This subclass is limited to the Aasimar race only.
By far the most powerful of sorcerers, high-level sorcerers of this bloodline become deities. However, they must obey strict rules, and breaking these rules causes severe, life-threatening consequences.
Immortality
At 1st level, your divine bloodline causes you to gain some of the immortality of your ancestors. You gain a CON score of 20. However, deviation from your celestial nature can be deadly. Whenever you cast a Necromancy spell, or an attack spell on a Good or Neutral aligned creature, you take 3d12 psychic damage.
Healing Hands
When you reach 6th level, your healing abilities are more effective. When you use your healing hands feature, you regain restore hit points equal to twice your level. However, you may not use your hands to heal yourself or an evil-aligned creature; attempting to do so causes you to take 5d12 psychic damage.
Divine Porfolio
At 14th level, you must choose what you will be the god of at 18th level. If your choice is the same as an existing deity, you take 7d12 psychic damage, and you can't cast spells until you choose a different portfolio.
Lesser Deity
When you reach 18th level, you are powerful enough to become a lesser deity. You gain a pool of divine energy, which is represented by your sorcery points. You can expend these points to grant and cast spells. You can spend 2 points to grant another creature the ability to cast a cleric cantrip of your choice. You can spend 10 sorcery points to cast conjure animals which creates an avatar instead of a beast. This avatar takes the form and statistics of an acolyte, and lasts until it is dispelled. You can also spend 20 sorcery points to empower a humanoid with the abilities of a cleric. They have the normal choices granted to a cleric, but cannot advance beyond 5th level. You may have up to 5 clerics at a time, and you may revoke their magic or level them up or down at will. However, a lack of worshippers can be very harmful to you. If you have less than 2 clerics or cantrip-empowered worshippers at a time, you take 5d12 psychic damage after every long rest until you have 2 or more worshippers.
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