Positive Energy Sorcerer Origin

You are aglow with vibrancy, exuding positivity in everything you do. You can heal with a touch and breathe life into the recently departed.

Planar Magic

At 1st level, you learn additional spells which reflect the life-affirming nature of the positive energy plane when you reach certain levels as detailed below. Each of these spells counts as a sorcerer spell for you (regardless of what spell list it originally came from), but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st cure wounds, healing word
3rd aid, calm emotions
5th mass healing word, revivify
7th aura of life, death ward
9th greater restoration, mass cure wounds

Positive Energy Affinity

At 1st level, you know the cantrip spare the dying and it does not count against your limit of cantrips known. Additionally, whenever you are the recipient of magical healing that restores hit points, you regain additional hit points equal to 2 + the spell’s level.

Affirmation of Life

Starting at 6th level, you can use your reaction when you are subjected to an effect that requires you to make a Constitution or Strength saving throw, you can use your reaction and spend 1 sorcery point to gain advantage on Constitution and Strength saving throws for 1 minute.

Radiant Burst

At 14th level, as a bonus action, you can emit a 30-foot radius burst of energy that deals 4d8 radiant damage to all enemies in the area of effect and grants you temporary hit points equivalent to the damage rolled. These temporary hit points last for 1 minute. During the 1 minute duration, if you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Infusion of Life

Beginning at 18th level, as a reaction after a creature dies, you can donate any number of hit points up to twice your level to that creature while losing an equal amount of hit points yourself. For the next minute, both you and the beneficiary of your hit points gain resistance to all damage and a +1 bonus on saving throws. A creature other than yourself can’t benefit from this feature more than once in a 24 hour period. You can only have one infusion of life active at a time.

Section 15: Copyright Notice

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