Exalted sorcerers have a connection to some higher order of being, often divine or celestial in nature. Their abilities may be the result of being a mortal descendant of a god, blessed by a celestial, close contact with a powerful relic or holy site —or some other means particular to their world.
Table: Exalted Archetype Spells
Sorcerer Level |
Archetype Spells |
---|---|
1 | bless, cure wounds, guiding bolt, healing word |
3 | enhance ability, lesser restoration, moonbeam, spiritual weapon |
5 | beacon of hope, daylight, spirit guardians, tongues |
7 | banishment, death ward, divination, private sanctum |
9 | dispel evil and good, flame strike, hallow, celestial armory |
Beginning at 1st level when you choose this archetype, your connection to a higher power grants proficiency with the Religion skill and you learn the spare the dying cantrip. You also learn to speak, read, write, and sign the Celestial language.
Also at 1st level, you can modify your damaging spells to use divine energies. When you cast a spell of 1st level or higher that does damage measured in a number of dice, you can swap any number of those dice out for an equal number of the next size down that do radiant or necrotic damage (your choice on a per-die basis) instead. If the spell already measures its damage in d4s, it cannot be modified this way. For example, you could substitute one of the d8s of thunder damage from a thunderwave spell with a d6 of radiant damage instead.
Beginning at 6th level, you clearly contain the essence of something beyond mortal ken, and it provokes awe and wonder in those who witness your magic. Whenever you cast a spell from the divine school of 1st-level or higher, you are surrounded by an aura of awe that persists for a number of minutes equal to the spell level. This aura may subtly provoke powerful feelings, or it could be overtly visible and fantastical; either way the effect is clearly magical. While this aura is active, you gain an expertise die on all Persuasion and Intimidation checks. While this aura is active, you may choose to glow, shedding bright light in a 30-foot radius and dim light an additional 30 feet beyond that (beginning or ending the glow is a bonus action).
Starting at 14th level, you can manifest a set of celestial wings from your back. Your wings have an appearance of your choice, chosen when you gain this feature. The wings are made of magical energy that harmlessly bypasses your armor and clothing. Manifesting your wings requires a bonus action and 3 sorcery points. While they are manifest, you gain a fly speed of 50 feet and can hover. At your option, the wings can emit bright light up to a range of 30 feet and dim light for an additional 30 feet (choose each time you use this feature). These wings remain manifested until you dismiss them as a bonus action.
At 18th level, your Divine Infusion no longer decreases the size of the dice converted from some other form of damage to radiant or necrotic. In addition, if you are at least 30 feet above your target or the spell’s damage source originates from above (such as in the case of flame strike, call lightning, or moonbeam) your spells deal an additional 1d8 of your choice of radiant or necrotic damage.