Sorcerous Origin

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: their bloodline and wild magic.

Heavensblood

Heavensblood sorcerers draw their power from the blood of angels, which entered their bloodline some time ago. This may have been many generations back, or an angel may have been one of their parents. Not everyone who has heavensblood in their veins is a sorcerer, however, as they must have their powers awoken by a god or some other powerful force. In rare cases, heavensblood sorcerers have awoken their powers in times of great need, without the touch of a god.

Sorcerers with heavensblood in their veins appear to cast divine spells, although they are indeed arcane.

Heavenly Protection

Beginning at 1st level, when you cast a spell, you gain a protective aura that grants you temporary HP for one minute. This temporary HP will not wear off until one minute after your last non-cantrip spell cast.

To determine the amount of temporary HP, roll a number of d6's equal to the spell slot used. For example, if you cast a spell using a third level spell slot, you would roll 3d6 and gain temporary HP equal to the amount rolled. The maximum amount of temporary HP you may have from this ability is equal to your maximum health. Any excess temporary HP gained is lost. For example, if you have a maximum of 15 health, you may only have 15 temporary HP, for a total of 30 combined HP.

Divine Ambiance

Starting at 1st level, you may assume minor characteristics of a heavenly form. To do so requires a bonus action, and will remain for as long as you choose. This does not require concentration. You may only have one characteristic at a time. Some examples include shining or glowing eyes, a ringing voice, or a constant breeze blowing on your hair or cape.

Treat Wounds

At 6th level, your connection to the divine allows you to heal yourself and others. As an action, you can expend sorcery points in order to heal yourself or an ally within ten feet. When you use sorcery points in this manner, the amount used at once cannot exceed half of your sorcerer level, rounded down.

Treat Wounds Table

Amount Healed Sorcery Point Cost 1d6 + Charisma Modifier 2 2d6 + Charisma Modifier 3 3d6 + Charisma Modifier 5 4d6 + Charisma Modifier 6 5d6 + Charisma Modifier 8

Additionally, you may expend sorcery points to cure ailments. When you use sorcery points in this manner, the amount used at once cannot exceed half of your sorcerer level, rounded down. When you use stronger versions of this ability, it also cures ailments from weaker versions of this ability. For example, if you use 9 sorcery points when using this ability, the target is cured from any disease or poison, freed from any curse, and has its sight and hearing restored if it was blinded or deafened.

Ailments Healed

Ailments Healed Sorcery Point Cost Disease, Poison 4 Blindness, Deafness 7 Curse 9

Wrath of God

At 14th level, you gain the ability to enhance your spells using your pooled temporary HP. When you cast a spell of first level or higher, you may expend all of the temporary HP accumulated due to "Heavenly Protection" and add 1/2 of that amount to your spell's damage. If the spell has multiple projectiles, such as magic missile, the damage is added to only one of those projectiles. This damage is added prior to any reductions being made due to saving throws or resistances. After the enhanced spell is cast, you gain temporary HP due to the "Heavenly Protection" skill as you normally would.

Second Coming

At 18th level, your ability to heal others has reached its pinnacle. As an action, you can rejuvenate fallen allies within 20 feet of yourself. If an ally within 20 feet is making death saving throws, they are revived with 1/3 of their maximum health, rounded down, and they may immediately stand up. This ability affects all allies within a 20 foot radius centered on yourself. Once this feature is used, it may not be used again until you have completed a long rest.