Base Class: Sorcerer
As a Celestial Guardian you no longer require drink, food. You can choose not to sleep and will not suffer exhaustion, however when you do sleep you only require 4 hours sleep.
Divine Magic
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.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
| Affinity | Spell |
|---|---|
| Good | cure wounds |
| Evil | inflict wounds |
| Law | bless |
| Chaos | bane |
| Neutrality | protection from evil and good |
Chaos
You learn the bane spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Evil
You learn the inflict wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Good
You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Law
You learn the bless spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Neutrality
You learn the protection from evil and good spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 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.
Divine Aura
When the Aura is activated Whenever you or an ally within 10ft. rolls dice to determine the number of HP a spell restores, you can choose to re-roll any number of dice. You must take the re-roll. This can only be used once per turn.
This can be activated twice per long rest, at lvl 15 this is twice per short rest. At lvl 20 this is unlimited.
At level 10 those within the Aura who are not of evil alignment receive a bonus to saving throws equal to your charisma modifier.
When activated this ability will last 1 minute, at higher levels this ability may be dismissed or activated at will with no time constraint (lvl 20). If any feind or undead is in 10 feet of the Aura they take 1d10 radiant damage spent within the Aura per turn (6 seconds). At level 15 this damage will increase to 2 d10 and level 20, 4 d10.
At level 20 any undead or feind of a CR of a minor level positions themselves within the Aura they are immediately destroyed, see destroy undead. At level 22 any creature that is of celestial origin or a creature of good alignment receives healing instead of damage, this feature can only be used if the willing creature is below half health.
At level 30 your healing automatically heals a creature of good alignment to full health.
At level 35 any healing spells cast within the aura heal the maximum number of hit dice according to the spell. See bless.
At level 25 this radius increases to 30 feat aura.
Angelic Adaptation
Starting at 6th level, your body and soul start to show to adaptations to their new divine powers. You become immune to being charmed, frightened, possessed, petrified or exhausted. At 10th level, your eyes have adapted to seeing to truths of the world gaining a faintly visible golden circle at the edge of the iris, you now have truesight up to 15ft. At 16th level, the amount of evil you have slain speaks volume to evil in your presence causing them to become stricken with a profound sense of dread. When you roll for initiative, you can force fiends, undead as well as evil-aligned creatures that can see you within 90ft of you to make a Wisdom saving throw must roll with disadvantage they are also frightened to attack you. Affected creatures may repeat this save each time they are damaged.
Blending Wings
Any creature that can see you within 45ft must save on a DC 15 Constitution saving throw or be blinded until magic of lesser restoration or greater heals the target. This does not affect creatures immune to radiant damage. This effect also does not affect creatures you considered to be allied with yourself.
This ability can only be used once per short rest.
At level 16 this ability can be used twice per short rest. At level 20 your radius increases up to 60ft and purges any magical effects such as blindness, on your allies, the DC also increases to a DC 20 Constitution saving throw. At level 25 this ability can be used 3 times per short rest. At level 30 this radius no longer matters as any creature that can see you is affected by this ability.
Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you or a willing creature regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a short rest.
At level 24, this increase to half your hit point max plus 2 times your charisma modifier.
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