Base Class: Sorcerer
Your innate magic was gifted to you at birth by a higher spirit or being, however, as limitless power erupted from your mortal vessel, the people around you were forced to make a pact with another higher being to seal your powers and curse your magic for your own safety. To be blessed with these gifts, you're ancestry often returns to sorcerers who have celestial roots or have bargained with higher beings. Most people with these bloodlines are either sheltered or exiled from their village due to the destruction they caused at their birth, however, some are exalted as prophets or an avatar of the gods due to their flashy introduction to the world.
Celestial Curse
At 1st level, your curse gets the better of you while you rest. Roll a constitution check (DC 10) after each long rest, if the check is failed your Lawful Good alignment switches to Chaotic Evil. While lawful good, your skin radiates 5ft of dim light and hardens with the skin of an angel. Your AC becomes 13 + Dex modifier and you have disadvantage during Stealth checks. While Chaotic Evil, you exude a grim and dark aura which effects the people around you. You have disadvantage on Persuasion and Deception checks, but advantage on stealth checks.
You also learn how to speak and write Celestial. As well as having advantage on Persuasion and Deception checks against Good Natured Celestials.
You learn additional spells when you reach certain levels in this class, as shown on the Blessing & Curse 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.
| Sorcerer level | Spells |
|---|---|
|
1st |
Shield of Faith, Protection from Evil and Good |
|
3rd |
Blindness/Deafness, Prayer of Healing |
|
5th |
Bestow Curse, Beacon of Hope, Spirit Guardians |
|
7th |
Guardian of Faith, Sickening Radiance |
|
9th |
Holy Weapon, Greater Restoration |
Malakh of the Accursed
Shoulder Cherubim & Quasit
Starting at 6th level, you learn the Find Familiar Spell. However, your celestial and accursed origins allow you to summon special familiar servants depending on your alignment. While Lawful Good, you can call for the assist of a Cherub, which has the stat block of a Sprite, who will stay perched to your right shoulder unless commanded differently. The Cherub will encourage good behavior and moral decisions since you are representing their celestial. You can choose to keep your Cherub invisible to anyone except you and your enemies or you can reveal the Cherub to allies.
While Chaotic Evil, your Find Familiar Spell summons a Quasit who will be perched on your left unless commanded differently. The Quasit will encourage negative behavior and crimes since they want you to use your curse for spreading chaos. You can choose keep your Quasit invisible to anyone except you and your enemies or you can reveal the Quasit to allies.
Blighted Seraphim
At 14th level, you have complete control over your holy gifts and your curse. After every long rest you can choose which form to possess. While in your angel form, you start to shine brilliantly with 10ft of bright light and 10ft of dim light. This light makes it hard for opponents to see your true form. Enemies have disadvantage when doing melee attack rolls against you in angel form.
You have grasped the powers you obtain while in your accursed form. You no longer deal damage to yourself or allies when in your accursed form and the damage from your aura is boosted to 3d4.
Conjure Ophanim
Beginning at 18th level, you can channel the holy presence of your celestial ancestor to conjure the image of an Ophanim, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. 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 aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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