Base Class: Sorcerer
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Searing Vengeance
Starting at 18th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Divine Magic
Spells from the Cleric spell list qualify as Sorcerer spells for you. You learn one additional spell from the Cleric spells list at level 1.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. As a bonus action, you can heal one creature you can see within 60 feet of you by spending Sorcery Points. For each Sorcery Point used, roll a D6. The maximum number of point you can spend at once is equal to your Charisma modifier.
Radiant Soul
Starting at 6th level, your Celestial powers allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Celestial Resistance
Starting at 14th 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.