Thursday, 25 December 2014

D&D 5th Edition Sorcerer Bloodlines, Celestial Bloodline

Celestial Bloodline

There are many bloodlines of sorcerers, one of the most obscure of these bloodlines is the Celestial. These sorcerers are descendants of people who were touched by angels, and other divine servants, or in rare case, descendants of great heroes who have ascended to divinity. Their magical power, therefore has divine origins.

Radiant Power
Starting from 1st level, everytime you cast a spell that deals damage, you can choose to deal radiant damage instead. You cannot cast spells that deal necrotic damage.
Additionally, you can speak, read and write Celestial.

Angelic Shield
Also starting at 1st level, whenever you cast a spell that deals radiant damage, you gain temporary hitpoints equal to your sorcerer levels + your Charisma modifier for 1 minute.

Celestial Restoration
Starting from 6th level, by spending the appropriate spell slot and equal amount of sorcery points, you can cast Cure Wounds.

Angel Wings
At 14th level, you gain the ability to sprout a pair of feather 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 your wings while weaing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Divine Aura
Starting at 18th level, you can spend 5 sorcery points as an action, and cast the spell Holy Aura.


  1. A girl at my table is giving this a try starting Saturday. Ill let you know how it goes.

  2. Great ideas but they're either not clearly specified or overpowered in respect to other bloodlines.

    Radiant power & angelic shield combo is way better than many of the top level class features, basically granting avg. +4 damage resistance against all kinds of attacks every round at 1st level, as long as you keep casting cantrips which are free, plus radiant damage type is very, very powerful.
    Also has some problems in terms of action mechanics, for ex. do you change your damage type when you hit, cast or damage? if "when cast", firstly this is abusable by casting spells around all the time and secondly the angelic shield wouldn't work because you wouldn't be casting a radiant dmg spell until the end of casting. I do think you intent for those 2 abilities to work together. If not "when cast" then the caveat of the ability "you can't cast necrotic type" wouldn't work because you would not be casting necrotic type but radiant type even if the spell's original damage type is necrotic.
    Back on Angelic shield, this is massively overpowered, way above dragon bloodlines 13AC +1 HP plus maybe part of its dragon resistance and dmg bonus, why? because you can't change those in specific encounters and they're always the same type with drawbacks but +TempHP always works against every kind of damage even magical or whatnot, and radiant type is effective against nearly all as intended. Ang. Shi. also scales, for comparison, 13AC is a single level spell (Mage Armor) thats meant to be a cast and forget spell with its 8h duration, Angelic shield is close to false life but scales greatly, has infinite duration, and replenishes itself.
    Making Ang.Shi. a bit more randomed say with a die roll or scale with proficiency instead of levels or better yet making it active only when you spent a slot for it makes it much more balanced imo.

    I'm still trying to find a way for this to be optimized but not lost its core without making my player upset =D

    Thanks for the concept!

    1. "active only when you spent a slot for it" - when you cast a 1st level spell or higher.

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