Sorcerer
Base Class: Sorcerer

The gods are beings of immense power, but yet, they are distant, refraining from directly meddling in the affairs of mortals. Instead, they invest mortal agents with their powers to carry out their will upon the material plane. A Godtouched is one such agent, imbued with divine power by the gods to complete a specific quest. You might have been godtouched at birth, or through some divine revelation later in life. Your magic is divine, your very being carrying a spark of the gods’ own power within it. Unlike other agents of the gods, you require no faith and no ritual to channel their might.

The gods have vested you with a purpose, a fate, a destiny to fulfill. It may be a legendary prophecy, or an enigmatic quest that you yourself do not know the extent of. You may receive celestial visions or messages concerning your destiny, and dark forces are almost assuredly working to stop it.

Divine Soul

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Additionally, you can speak Celestial, and you are able to use a holy symbol as your spellcasting focus.

 

ORIGN METAMAGIC

Restorative Spell. When you cast a spell that targets a single creature, you can spend 2 sorcery points to end either one disease or one condition affecting it. The condition can beblinded, deafened, paralyzed, or poisoned.

 

Life Domain Spells

Favored Destiny

At 1st level, your destiny is ordained by celestial powers, and fate itself can be bent to serve it. Work with your DM to determine what your divine destiny is, and how much you know about it. You have advantage on Intelligence and Wisdom checks to recall information or discover insights about your destiny.

If you fail an ability check, saving throw, or attack roll, you can roll 2d6 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Channel Divinity

Beginning at 6th level, you are able to channel divine energy to fuel magical effects. Each Channel Divinity option listed below explains how to use it. When you use your Channel Divinity, you choose which option to use. You must finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your sorcerer spell save DC.

Blessing of Life. When you use a spell of 1st level or higher to restore hit points to a creature, you can cause the creature to regain additional hitpoints equal to 1d10 + the spell's level, using your Channel Divinity.

Blinding Rebuke. When you are damaged by a creature within 60 feet of you that you can see, you can use your Channel Divinity as a reaction to cause a blinding flash of light to erupt in front of the target. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Empowered Radiance. When you roll damage for a spell, you can use your Channel Divinity to deal additional radiant damage equal to the spell’s level + your Charisma modifier to each creature damaged by the spell.

Seraphic Form

At 14th level, your divine essence causes you to undergo a physical transformation. Your appearance takes on an otherworldly aspect, simultaneously beautiful, kind, and imposing. You gain proficiency with Intimidation and Persuasion, and your proficiency bonus is doubled for ability checks that use them.

Additionally, you are able to briefly conjure spectral wings to bear you aloft. As a bonus action you can conjure these wings, granting you a flying speed of 30 feet until you’re incapacitated, you die, or you dismiss them as a bonus action.

Martyrdom

Starting at 18th level, you are a divine beacon even in the darkest of times. When you are reduced to 0 hitpoints, a burst of divine energy is released from your body, affecting all creatures within 60 feet of you. Hostile creatures within the radius must succeed on a Charisma saving throw against your sorcerer spell save DC. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. Friendly creatures within the radius gain 8d6 temporary hitpoints. Once you have used this feature, you can't do so again until you finish a long rest.

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