Sorcerers

Celestial Soul

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 distant but powerful familial connection to a divine being. Perhaps your 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. In some cultures, only those who can claim the power of a Celestial Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Level 3: Celestial Soul Magic Spells

Your sorcerous specialization 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).

Celestial Soul Magic Spells
Sorcerer Level Spells
3
Aid, Cure Wounds, Healing Words, Prayer of Healing, Protection from Evil and Good, Sacred Flame
5
Aura of Vitality, Revivify
7
Aura of Life, Death Ward
9
Mass Cure Wounds, Summon Celestial
Level 3: Empowered Healing

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 1 Sorcery Point to use half the maximum amount that could be rolled on the dice (rounded up) plus your Charisma modifier instead of rolling.

Alternately, you can spend 2 Sorcery Points to use the maximum amount that could be rolled on the dice plus your Charisma modifier as the result instead of rolling.

Level 6: Favored by the Gods

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.

Level 14: Angelic Form

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).

Level 18: Unearthly Recovery

You gain the ability to overcome grievous injuries. As a Bonus Action you can spend up to 10 Sorcery Points to regain a number of Hit Points equal to 10 plus your Charisma modifier per Sorcery Point spent. 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.