Base Class: Sorcerer
Radiant Energy flows through your veins and allows you to preform incredible feats. With the powers inherent inside you you can heal the innocent, protect the valiant, or smite those that would prey upon the helpless. But beware even the most stalwart of angelic beings can be brought low, corrupted and twisted into the evil that they once fought to destroy. Your power is a gift, how you use it will determine whether history remembers you as a benevolent and caring hero, or a despotic tyrant who corrupted their gifts in service to a darker cause.
At some point in your family history a being from the upper planes mingled with your mortal ancestors. This event could have happened far in the past, perhaps an ancestor of yours was blessed by a divine power, and that power moved down through the generations until you were born. Or it could have been a more recent occurrence, one of your parents might even be a Deva or an Empyrean. However you came to have your powers, it is up to you to decide how best to use them.
Radiant Magic
1st-level Celestial Lineage feature
You learn additional spells when you reach certain levels in this class, as shown on the Radian Magic 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or necromancy spell from the sorcerer, druid, or cleric spell list.
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | bless, inflict wounds, guidance |
| 3rd | prayer of healing, moonbeam |
| 5th | call lightning, revivify |
| 7th | blight, divination |
| 9th | mass cure wounds, flame strike |
Luminescent Spark
1st level Celestial Lineage feature
You are descended from the heavens, whether indirectly or directly, whether the connection be from your parents or from your ancestors, the blood of the heavens flows through your veins. Starting at 1st level you may choose a region of the upper planes with which your magic is intrinsically tied. Each of these sources grant their own benefits and powers, and will be used throughout the rest of the subclasses features to determine your various abilities.
Celestian Descendant
You are descended from the powers on high on Mount Celestia, the bastion of all that is good and lawful in the multiverse. Perhaps your parent or ancestor was A Deva or an Empyrion, or your family was at one time blessed by a Deity that resides on the sacred mountain. As such, you have inherited some of their powers to protect the just and innocent, and to smite the wicked. You learn the shield of faith spell.
In addition, as a reaction, you gain the ability to grant one of your allies within 30 ft. of you the effects of the blade ward or true strike cantrips depending on whether that ally takes the Attack action on their turn, or an enemy has taken the Attack action against your ally. You do not need to concentrate on true strike if you use it in this way. You can use this reaction a number of times equal to your Charisma modifier (minimum of 1). All charges refresh after a Long Rest.
Elysian Descendent
You are descended from a being that calls the Blessed fields of Elysium home. A land of bounty and splendor, the inhabitants of the ultimate safe haven are beings of unfettered kindness. Your parent or ancestor could have been anything from a Quesar to a Phoenix, or perhaps one of your family members visited the Blessed Fields on an adventure of their own, and took some of that magic with them when they left. Whatever the case, the kindness inherent in this plane has been bequeathed unto you, and you have the supernatural ability to put people at ease. you gain the sleep spell.
In addition, you gain the ability to call upon the unending splendor of Elysium to help heal and nourish you and your allies. You can focus for one minute to conjure some of the splendor of Elysium into existence in front of you. A hearty meal resplendent with your and each of your companions favorite foods appears in the closest unoccupied space to you within 30 ft. of you. there is enough food to feed 8 creatures, and anyone who partakes in the meal will gain the following benefits:
- The creature is healed for 2d4 Hit Points (if the creature is at full health they instead gain Temporary Hit Points equal to 1d4 + your Charisma modifier (minimum of 1)
- the creature gains resistance to fire damage until their next Short or Long Rest
This ability can be used once and cannot be used again until after completing a Long rest.
Fallen Descendant
You are descended directly from an Angle who has fallen from grace. Some of the most infamous of these beings include Mephistopheles the Cold Lord, Zariel, Archdevil of Avernus, and Asmodeus, Lord of the Nine Hells. The darkness that has corrupted your ancestor now writhes just under the surface, allowing you to manipulate the shadows and bend necrotic energy to your will. You gain Darkvision out to a range of 60 ft. and can see in magical darkness. If you already have Darkvision from another source, your Darkvision is increased by 30 ft. In addition you gain two new actions: Twisting Fortune and Horrid Touch.
Twisting Fortune. You can call upon the dark powers that twisted your ancestor from a beacon of good to a champion of evil. As a reaction you can impose disadvantage on one creature when it takes the attack action against you by shrouding yourself in darkness, using the shadows to confuse your opponent and protect yourself. If the creature has the ability to make multiple attacks per action, this disadvantage only affects one of those attacks. You may use this ability a number of times equal to your Charisma modifier, and regain all expended uses after a Long Rest.
Horrid Touch. You unleash a facet of the dark power that dwells within you and unleash a plague of debilitating poison. As an action you can force on creature within five feet of you to make a constitution saving throw against you Spell Save DC, and if it fails, it takes 2d6 necrotic damage and is poisoned for one minute. If the creature failed its save by 5 or more, it is also blinded or deafened (your choice) for as long as it is poisoned. The creature can repeat the saving throw at the end of each of its turns and on a success is no longer poisoned. On a successful save the creature only takes half damage and is not poisoned.
Ysgardian Descendant
You are descended from a being that calls the mountains and fjords of Ysgard home. Your ancestor or parent could possibly be one of the Noble Valkyries or a heroic Einheriar. Perhaps an ancestor's prowess on the field of battle caught the eye of an Aesir god or goddess who bestowed some of their might unto your bloodline. However it came about, the rugged land of honor and glory eternal infuses you with divine strength, which you can call upon in times of need. As an action you can evoke the power of the Hall of Heroes, granting you the following benefits:
- If you aren't wearing any armor, your armor class becomes 13 + your Constitution modifier
- You gain temporary hit points equal to your sorcerer level + your charisma modifier
These benefits last for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after taking a Long Rest.
You can also manifest a spectral spear at will as an action, and dismiss it again with an action. You are considered proficient with this spear and it can be used as a spellcasting focus. It uses Charisma instead of Strength or Dexterity for attack and damage rolls, and does 1d10 cold damage. The spear has the thrown property and will return to your hand if it is thrown. When thrown, any creatures within 10 feet of the target must succeed on a dexterity saving throw against your Spell Save DC or take 1d10 thunder damage
Resplendent Aura
6th-level Celestial Lineage feature
Your Celestial blood radiates out from you to affect the world and those around you, manipulating reality and the emotions of friend and foe alike. You also gain resistance to a type of damage associated with the plane of existence that your powers are derived from.
As an action you can invoke your aura for one minute, the effects of which are determined by your Celestial Bloodline. once you invoke your Aura, you must wait until you finish a long rest until you can do so again.
If you are a Celestian or Elysian Descendant, creatures within 10 ft. of you that you choose have advantage on saving throws against being charmed or frightened. If you are a Ysgardian or Fallen Descendant, creatures within 10 ft. of you that you choose gain a bonus to their armor class and saving throws equal to half your Charisma modifier rounded up.
If a creature leaves your aura on a subsequent turn they retain the benefits of the aura until the beginning of their next turn.
Celestial Resistance (Lightning)
One of the surest signs that the gods are angry is when a terrible storm rampages across the landscape. Lucky for you that your blood shields you from the worst of these godly rages. you gain Resistance to Lightning damage.
Celestial Resistance (Radiant)
Your bloodline draws power from the Holy radiance of Mount Celestia, and as such, the radiant powers used to smite the wicked and undead effect you far less than others. You gain Resistance to Radiant damage.
Elysian Resistance (Fire)
Elysium is a realm of perfect comfort, and as such your blood responds to your needs in unexpected ways, keeping you cool on the hottest summer days. You gain Resistance to Fire damage.
Elysian Resistance (Poison)
Hardship and strife, pain and degradation, these concepts do not exist in Elysium as the do on other planes. As such your blood rejects, on a fundamental level, harmful toxins and poisons, cleansing them from your system before they can effectively take hold. You gain Resistance to Poison damage.
Fallen Resistance (Necrotic)
Your heritage binds you more closely to the powers of death and destruction than other Celestial Sorcerers, and as such you are more adept at dealing with such harmful forces. You gain Resistance to Necrotic damage.
Fallen Resistance (Psychic)
Fallen Angels must maintain a constant vigilance, against both the Celestials they once called friends and the fiends that they still call enemy. This hardens their mind and keeps then ever watchful, and some of that mettle has passed down to you. You gain Resistance to Psychic damage.
Ysgardian Resistance (Cold)
Your powers flow from the frigid lands of Ysgard, where only the heartiest and most fiery of spirit may survive. You gain Resistance to Cold damage.
Ysgardian Resistance (Thunder)
Ysgard is a land of thunderous clashes between all manner of fallen heroes, and the clangs and noise of battle are ever present and often deafening. as a result, any who hail from such a plain have grown accustomed to the cacophony of it all. You gain Resistance to Thunder damage.
Brilliant Revelation
14th-level Celestial Lineage feature
The powers within you has grown to strong to fully contain, and they begin to manifest physically. You grow a pair of wings representative of your lineage, the appearance of which you decide. While your wings are manifested, you have a fly speed of 30. ft. You can dismiss these wings as a bonus action, in which case they fold up as small as they can to your back and meld into your flesh, disappearing from sight. You can use another bonus action on any subsequent turn to manifest your wings again. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
In addition, whenever you cast a spell with a damage type associated with the resistance you gained from your Resplendent Aura feature, you may spend sorcery points equal to 1 + the spell's level to ignore resistance to that damage type for one round.
Timeless Blood
18th-level Celestial Lineage feature
Your connection to the immortal powers of the upper planes has taken its tole on your physiology. You no longer age, and no magic that effects someone's age has any effect on you. in addition, you can change your appearance to look older or younger. This doesn't alter your appearance in any way other than changing how you would have looked had you continued ageing, or how you looked in the past. These changes are physical, but do not alter your statistics or abilities in any way.
Angelic Transformation
18th-level Celestial Lineage feature
You have reached the greatest heights of your power, and have mastered the blood that runs through your veins. As an action you can take on the form of an angelic avatar and gain various benefits for one hour, including:
- When you activate this transformation, any creature that you choose within 60 ft. of you must make a Wisdom saving throw or be Charmed or Frightened (your choice) of you for 1 minute.
- You gain immunity to the Damage type you chose for your Resplendent Aura feature.
- you gain Truesight out to a range of 60 ft. and know if someone within 30 ft. of you tells a lie.
- Your spell and weapon attacks deal an extra 2d8 damage of the type associated with your Resplendent Aura feature.
- Your walking and flying speed both increase by 30 ft.
- Any creature you choose that ends its turn within 10 ft. of you either regains Hit Points equal to 2d8 + your charisma modifier or must make a dexterity saving throw against your Spell Save DC or take damage equal to 3d6 + your Charisma modifier. The damage is the same as your Radiant Aura resistance.
- The first time you are brought to 0 Hit Points during your transformation you instantly regain half your Hit Point maximum and restore up to half of your max Sorcery Points.
Once the transformation ends, you cannot transform again until you complete a Long Rest
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/2/2024 4:18:22 AM
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15
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2
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Coming Soon
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