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 familial connection to a divine being. Perhaps an 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 Celestial 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. However, in a few cultures only those who can claim the power of a Celestial Soul may command religious power and ecclesiastical positions are dominated by a few bloodlines that are preserved over generations.
Your sorcerous heritage ensures that you always have certain spells at the ready.
When you reach a Sorcerer level specified in the Celestial Soul Magic Spells table, you thereafter always have the listed spells prepared. They are Sorcerer spells for you and do not count against your Prepared Spell limit.
Font Fueled. You can cast spells from this list at their lowest level without a spell slot or spell components other than costly materials, by spending Sorcery Points equal to the spell's level (cantrips cost 0 Sorcery Points).
Sorcerer Level | Spells |
---|---|
|
Aid, Cure Wounds, Healing Words, Prayer of Healing, Protection from Evil and Good, Sacred Flame |
|
Aura of Vitality, Revivify |
|
Aura of Life, Death Ward |
|
Mass Cure Wounds, Summon Celestial |
The celestial energy coursing through you can empower healing spells. Once per turn if you aren't Incapacitated, whenever you or an ally you can see within 60 feet of yourself would roll dice to determine a number of Hit Points for a creature to regain, you can spend
Alternately, you can spend
Celestial power guards your destiny. If you fail a d20 Test, you can spend 1 Sorcery Point to add 1d4+1 to the total, potentially changing the outcome to a success.
If you are not wearing armor, you can use a Bonus Action and spend 1 Sorcery Point to manifest a pair of angelic or spectral wings (choose when you gain this feature) from your back. While the wings are present and you are not encumbered, you have a Fly Speed of 60 feet and can hover. The wings last for 1 hour or until you're Incapacitated, you die, you put on armor, or you dismiss them (no action).
You gain the ability to heal grievous injuries. As a Bonus Action you can spend up to 5 Sorcery Points to regain a number of Hit Points equal to 2d6 per Sorcery Point spent, plus your Charisma modifier. Alternately, a creature you can see within 60 feet of yourself regains the Hit Points instead of you.
Additionally, if the target of this feature has the Blinded, Deafened, Paralyzed, or Poisoned conditions, all of those conditions are ended if 5 or more Sorcery Points are spent.