Sorcerous Origin: Cheerful Soul

Your magic comes from your innate optimism and jolliness. Most sorcerers with this origin might be able to trace their ancestry back to those that made a large, positive impact on the world. Your ancestor could be a famous, gift-giving saint, a great monarch that watched over their kingdom with kindness, or a powerful, well-known adventurer that saved the world from a great evil.

Bonus Cantrips At 1st level, you learn the guidance and resistance cantrips. They count as sorcerer cantrips for you, but they don't count against your number of cantrips known.

Encouraging Words Starting at 1st level, your joyful attitude can inspire your friends, allowing them to last longer in battle. You can spend a short rest talking with your allies and preparing them for upcoming challenges, granting them temporary hit points equal to your sorcerer level plus half your Charisma modifier (rounded down, minimum of 1). You can affect a number of creatures, including yourself, equal to your Charisma modifier (minimum of 1).

Safeguardian At 6th level, you can soothe and encourage the weak-willed. You can spend 1 sorcery point to make yourself and all creatures within 15 feet of you immune to the frightened or charmed condition (your choice) for 1 hour.

Magical Touch Starting at 14th level, you can grant magical gifts to your allies. You can use an action to spend 3 sorcery points and make a nonmagical weapon a magical +1 weapon or any non-magical clothes or armor you touch add a +1 bonus to the wearer's AC. You can choose to spend an additional 2 sorcery points to add 2d6 fire or radiant damage (your choice) to the weapon's damage once per round or make a creature resistant to fire or radiant damage (your choice). The number of weapons or armor that can be affected by this ability is equal to your Charisma modifier (minimum of 1). The benefits of this ability last for 1 hour or you drop to 0 hit points. Additionally, you can now cast the guidance and resistance cantrips as a bonus action.