Base Class: Sorcerer
Blessed by the Light
You, or your bloodline, have been blessed by Celestial magic. Perhaps your ancestors were faithful in word or in deed to a god or power and a blessing was bestowed upon your lineage. Something as simple as an act of kindness or helping a disciple in need may be how these interactions began. Some tell stories of being spirited away to a beautiful land only to return later with a child of radiant joy and countenance. Whatever the story or legend, once a celestial origin sorcerer’s powers manifest they are clearly other-worldly.
- You are always protected by the Light and gain a base AC of 13 + Dexterity modifier
- In addition you gain access to a Guardian (Celestial Being).
- After a long rest the Guardian’s total hit points are equal to your total level(s) in sorcery.
Whenever you, or a target within 30 ft of you, are about to take damage you may spend your reaction to activate your Guardian. Your Guardian reduces the damage the target takes up until the Guardian’s hit points are reduced to zero, at which point the original target takes the remaining damage (if any remains).
You may activate this power as long as you can expend a reaction and the Guardian has hit points.
You may expend sorcery points to regain hit points for the Guardian, each 1 sorcery point spent this way regains 5 hit points for the Guardian. This cannot be used to increase the Guardians total above the maximum hit points for your sorcerer level.
You gain the ability to read, write, and speak Celestial.
Celestial Knowledge
You gain the ability to read, write, and speak Celestial.
You gain the following spells (added to your known spells list):
- 1st level: Sacred Flame, Healing Word
- 3rd level: Prayer of Healing
- 5th level: Daylight, Mass Healing Word
- 7th level: Death Ward
- 9th level: Flame Strike
Blessed Armor
You are always protected by the Light and gain a base AC of 13 + Dexterity modifier
Holy Avenger
You have participated in minimal training in swordplay with the other members of your order, granting you proficiency with longswords.
Celestial Guardian
Whenever you, or a target within 30 ft of you, are about to take damage you may spend your reaction to activate your Guardian. The Guardian reduces the damage the target takes up until the Guardian’s hit points are reduced to zero, at which point, the original target takes the remaining damage (if any remains).
You may activate this power as long as you can expend a reaction and the Guardian has hit points.
You may expend sorcery points to regain hit points for the Guardian, each 1 sorcery point spent this way regains 5 hit points for the Guardian. This cannot be used to increase the Guardians total above the maximum hit points for your sorcerer level. After a long rest the Guardian’s total hit points are equal to your total level(s) in sorcerer.
Couatl
Your Celestial Guardian appears in the form of a Couatl, with HP equal to your level of Sorcerery.
Deva
Your Celestial Guardian appears in the form of a Deva, with HP equal to your level of Sorcery.
Pegasus
Your Celestial Guardian appears in the form of a Pegasus, with HP equal to your level of Sorcery.
Planetar
Your Celestial Guardian appears in the form of a Planetar, with HP equal to your level of Sorcery.
Solar
Your Celestial Guardian appears in the form of a Solar, with HP equal to your level of Sorcery.
Unicorn
Your Celestial Guardian appears in the form of a Unicorn, with HP equal to your level of Sorcery.
Celestial Epiphany
Starting at 6th level, when you cast a spell that deals radiant damage, you can add your charisma modifier to one damage roll of that spell. When you cast any healing spell, you can add your charisma modifier as additional hit points gained. Your Guardian gains an additional benefit, whenever you cast a spell that deals radiant damage or heals damage, you can spend 1 sorcery point to gain resistance to necrotic and radiant damage type for 1 hour.
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Wings of the Seraph
At 14th level, you gain the ability to sprout a pair of angelic wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
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.
You gain resistance to radiant and necrotic damage.
Holy Nimbus
Beginning at 18th level, you can emanate an aura of sunlight, causing those around you to suffer radiant damage. As an action, you can spend 5 sorcery points to draw on this power and exude sunlight to a distance of 30 feet, and dim light shines 30 feet beyond that. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this light takes 10 radiant damage until the aura ends. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can’t use it again until you finish a long rest.
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