The radiant brilliance of the heavens courses through your veins, a spark of divine essence woven into the fabric of your soul. Whether you are the distant descendant of an angelic being, a mortal blessed before birth by a celestial power, or the recipient of an ancient divine covenant, your magic radiates with holy light and celestial might. This power grants you an innate connection to the higher planes, imbuing your sorcery with the ability to mend wounds, smite the wicked, and wield the forces of divine judgment.
Despite your arcane nature, your magic bears the unmistakable touch of the divine, causing others to see you as a beacon of hopeāor as an unwelcome interloper in matters of the gods. Regardless of how your gifts are perceived, the celestial fire within you cannot be extinguished, compelling you to wield your magic as an instrument of destiny.
Alteration: Divine
You must follow a deity to take this subclass. If you fall out of favor with your deity, you lose the features of this subclass until you return to their, or another deity's, favor. When you take this subclass, if your Piety is less than 3, it becomes 3.
Bloodline Spells
1st-Level Sorcerer (Celestial Bloodline) Feature
Your celestial heritage grants you access to divine magic. At 1st, 3rd, 5th, 7th, and 9th level, you gain access to bloodline spells connected to your celestial origins.
Once you gain access to a bloodline spell, you always have access to it, it can't be changed to a different spell when you gain a level, and it doesn't count against your number of spells known. If you gain access to a spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. A listed spell is of a base level equal to your highest-level sorcerer spell slot at a given level, even if it is of a different level for other classes. For example, if you gain a spell at 5th level, that is a 3rd-level Sorcerer spell for you, even if it is normally a different level.
Radiant Soul
1st-Level Sorcerer (Celestial Bloodline) Feature
The divine spark within you manifests in a radiant glow that suffuses your magic. You gain resistance to radiant damage, and whenever you cast a spell of 1st level or higher that restores hit points to a creature, you can spend 1 sorcery point to grant them temporary hit points equal to your Charisma modifier.
Additionally, when you cast a spell that deals radiant or fire damage, you can spend 1 sorcery point to add your Charisma modifier to one damage roll of that spell. If the spell deals damage to more than one creature, this additional damage only applies to a single target of the spell.
Blessed Aegis
6th-Level Sorcerer (Celestial Bloodline) Feature
Celestial power shields you from harm. As a reaction when you or an ally within 30 feet takes damage, you can summon a divine barrier of light to reduce the damage by 2d6. This reduction increases to 3d6 at 11th level and 4d6 at 17th level.
You can use this reaction a number of times equal to your Sorcerer Power Reservoir, regaining all expended uses when you finish a long rest.
Wings of the Seraph
14th-Level Sorcerer (Celestial Bloodline) Feature
Your celestial nature grants you the ability to soar. As a bonus action, you can manifest ethereal, glowing wings from your back. For 10 minutes, you gain a flying speed equal to your walking speed, and you shed bright light in a 10-foot radius and dim light for an additional 10 feet.
While your wings are active, when you cast a spell that restores hit points to an ally, they also gain resistance to radiant and necrotic damage until the start of your next turn.
Once you use this feature, you cannot do so again until you finish a long rest, unless you expend 5 sorcery points to use it again.
Divine Apotheosis
18th-Level Sorcerer (Celestial Bloodline) Feature
Your celestial heritage reaches its peak, transforming you into a beacon of divine power. You gain the following benefits:
You gain immunity to radiant and necrotic damage.
Whenever you cast a spell that restores hit points, you can roll an additional die of healing.
When you cast a spell that deals radiant or fire damage, you can treat any 1 on the damage dice as a 2.
Additionally, as an action, you can unleash your full celestial radiance for 1 minute. For the duration, you shed bright light in a 30-foot radius and dim light for another 30 feet. Any hostile creature that starts its turn in this bright light must make a Constitution saving throw against your spell save DC or be
Blinded until the end of its next turn.
Once you use this action, you cannot do so again until you finish a long rest.
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