Some sorcerers enjoys the divine blessings of their ancestral past. Their family has been justly blessed by righteous triumph, celestial boon, or perhaps even divine blood. To whom much is given much is expected, however, and only saintly behavior befits the demigod.
TABLE: EMPYREAN ARCHETYPE SPELLS
SORCERER LEVEL | ARCHETYPE SPELLS |
---|---|
1st | cure wounds, divine favor, healing word, charm person |
3rd | aid, force of will, lesser restoration, soulwrought fists |
5th | beacon of hope, mass healing word, remove curse, revivify |
7th | banishment, charm monster, death ward, rage of the meek |
9th | creation, greater restoration, hallow, mass cure wounds |
Starting at 1st level, a display of your divine power inspires reverence. As a bonus action after casting a sorcerer or sorcerer archetype spell of 1st level or higher, you can attempt to influence a creature you can see within 30 feet. The chosen creature must make a Charisma saving throw against your spell save DC. If the triggering spell is one granted by this archetype, the DC increases by 1. On a failure, it is charmed by you until the start of your next turn on a failed save. Targets fighting you or creatures friendly to you have advantage on the saving throw. Once a creature has been successfully affected by your Divine Presence, it is immune for 24 hours.
Also starting at 1st level, you understand the language of the gods. You can speak, sign, read, and write Celestial. In addition, you gain an expertise die on Charisma checks made to communicate with celestial creatures and deities, so long as you have not gained an alignment that is directly opposed by the deity or the deity the creature serves (Chaotic and Lawful or Evil and Good).
Starting at 6th level, you fully grasp how to channel your divine power into your spellcasting. Whenever you cast a spell that deals one of the damage types listed in the manifestation feature, you may choose to change the damage type to radiant. In addition, when you cast a spell that deals radiant damage or that heals hit points, you can spend 1 sorcery point and choose one creature targeted by the spell. If the creature takes radiant damage from the spell or is healed by it, the spell deals 1d8 additional points of radiant damage or heals 1d8 additional hit points.
Starting at 14th level, you’ve learned how to embrace and embody the celestial power within you rather than to merely discharge it. You gain your choice of a Good or Lawful alignment and emit a strong aura of the chosen alignment for the purposes of any feature, spell, or trait that detects of affects creatures of that alignment. You can’t have opposing alignments (Chaotic and Lawful or Evil and Good) but can, with the cooperation of your Narrator, replace an existing alignment with the chosen alignment.
Additionally, when you cast a spell of 1st-level or higher that deals radiant damage or that heals hit points, you can spend 1 sorcery point to manifest an aura of celestial energy and a set of magical wings. While this celestial aura is manifested, you gain a +2 bonus to AC, an expertise die on saving throws, and a fly speed equal to your Speed. At the end of each subsequent turn you can spend an additional sorcery point to maintain your celestial aura, otherwise it dissipates.
Starting at 18th level, you’ve reached deep into your divine spark. Once per long rest, you can cast holy aura without components or expending a spell slot. This does not enable you to cast the spell any additional times unless you learn it, but it does count as a sorcerer spell for you.