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Celestial

The magic of the heavens suffuses your body, connecting you to the higher planes of existence in ways few mortals could possibly understand. When you call upon this power, you tap directly into the might of angels and celestial beings of light. Perhaps one of your ancestors earned a blessing from the servants of light, or perhaps these powers have singled you out for some special destiny. Your celestial connection does not force you to follow the path of weal, but it does mark you as an enemy of the fiendish realms.

Celestial Magic

You have access to magic normally reserved for clerics.

When you learn or replace a sorcerer cantrip or spell of 1st level or higher, you can choose to select your new spell from the cleric spell list or the sorcerer spell list.

This cleric spell becomes a sorcerer spell for you.

In addition, you can select one of the following spells and it becomes a sorcerer spell for you: bless, cure wounds, or protection from evil and good. This spell does not count against your number of sorcerer spells known. If you choose to replace this spell later, you must replace it with one from the cleric list. You must otherwise follow all restrictions for these spells.

Saving Grace

Starting at 1st level, your celestial nature bolsters you in times of danger. When you fail a saving throw, as a reaction you can choose to either reroll the saving throw might or add 1d4 to the roll. This feature recharges after a short or long rest.

Divine Retribution

You unleash a burst of flame against those who harm you or your comrades. When you reach 6th level, when you or one of your allies you can see suffers damage, as a reaction you can spend one or more sorcery points to launch a searing burst of flame at the attacking creature within 120 feet. The target creature must make a Dexterity saving throw against your spell save DC, taking 1d6 fire and 1d6 radiant damage on a failed save or half as much damage with a successful one. For each additional two sorcery points you spend, the damage increases by 1d6 for both fire and radiant.

Angelic Wings

When you reach 14th level, as a bonus action you can create a pair of magical wings from your back. The wings are insubstantial but visible and resemble those of an angel. You gain a fly speed equal to your ground speed.

You can dismiss the wings as a bonus action. If you fall unconscious or die, the wings vanish automatically.

Celestial Nature

At 18th level, you have become more a creature of the heavens than a mortal being. You gain resistance to necrotic damage and immunity to poison damage. You also gain immunity to both the frightened and the poisoned conditions.

You also gain telepathy with a range of 100 feet, and you can use your Angelic Wings feature as a free action to either create or dismiss the wings.

Section 15: Copyright Notice

The Vitalic Sorcerer © 2019 Total Party Kill Games; Authors: Brian Berg, Mark A. Hart.