Sorcerous Origin

Celestial Bloodline

Sometimes referred to as Saintbloods or Favored Souls, those of the Celestial Bloodline can tap into the innate divine energies shared by angels and other heavenly beings that reside in the Upper Planes. Such powers are often gifted to family line of mortals that become Saints by doing a great deed in service of the church of a deity. However, It's equally possible that these powers come from having an angelic ancestor or even by being chosen by a divine being for an great yet mysterious purpose.

The source of the magic is not directly derived from a god or an oath, but from the very essence of positive energy. When this energy is combined with the body of a mortal, it creates effects very much like those of many lurid arcane spells.

Divine Heritage

Beginning at 1st level, you gain the light cantrip and your spells are considered to be divine in nature.

Additionally, you can read, write, and speak Celestial. When you make a Charisma check when interacting with creatures of the Celestial type, your proficiency is doubled if it applies to the check.

Heavenly Bulwark

Starting at 1st level, you can interpose a divine shield between yourself or an ally and an attacking enemy to reduce the impact of the blow. When you or a creature within 30 feet of you are dealt damage from an attack you can see, you can use your reaction to reduce the damage dealt by half.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). When you have no uses remaining, you can spend 2 sorcery points to regain a use of this feature. You regain all uses after a long rest.

Blade of Light

At 6th level, you are able to use your celestial willpower to form a weapon made of pure energy. You may cast spiritual weapon as a 2nd level spell at will, without using a spell slot. You may cast this spell at a higher level by spending one sorcery point per spell level above 2nd, to a maximum of your highest spell slot available.

Angelic Wings

At 14th level, you gain the ability to sprout a pair of angelic wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Entreat the Angels

At 18th level, you can use your connection the Upper Planes to call for the assistance of a heavenly being. As an action, you may spend 10 sorcery points to open a temporary gateway for an angel of the DM's choice (almost always a Deva) to arrive through.

The summoned being acts on its own initiative, is friendly to your and your allies, and can be given orders as a bonus action. The angel will not do anything opposing its alignment and if it witnesses you or your allies commit an evil act, it may immediately return to its home plane. You must concentrate on this effect (as you would a spell) to keep the angel anchored your plane. The effect ends after 1 minute, if the angel is slain, or if lose concentration.

If you are of neutral or evil alignment, the summons may be intercepted by another intrigued extra-planar being, such as a devil, demon, yugoloth, or fallen angel. The being appears in the place of the Angel, but otherwise functions in the same manner. It will still follow your commands, but may also disregard or interpret them to act in its own interests. It will not intentionally cause harm to you or your allies. However, it will almost to try corrupt or coerce you into deeds of cruelty and malice (or perhaps even to sign a contract).