Sorcerous Origin

Inspired Empyrion

These sorcerers channel magic from otherworldly beings of the outer planes, whether celestial or infernal. Their power may come from divine ancestry as a result of a divine purpose.

Empyrion manifestation spells

Empyrion Magic

If you expend sorcery points to cast a spell from the empyrion manifestation spell list that deals damage, you retain a fraction of the spell’s energy of a damage type mentioned in the spell’s description. This energy is represented by a number of d4 equal to the spell’s level.

Once before the end of your next turn, you can add these extra damage dice to the damage roll of one attack. The extra damage is the same as the damage type mentioned in the spell.

If you replace a spell from you manifestation spell list, the new spell must be an enchantment or evocation spell from the divine spell list.

Empyrion Manifestation

Your physical form transforms to reveal your relationship with a creature from one of the outer planes. This transformation may cause your skin to become marble white and your eyes golden, or long maybe horns sprout from your forehead. You gain the following ability:

  • Light Bearer. As a bonus action, you produce a source of light that hovers over your head (such as a halo or a burning crown of fire). While the effect is active, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. This effect lasts for 1 hour or until you use another bonus action to end the effect.

    When you use a bonus action to manifest this light effect, creatures of your choice in the area can roll a d4 and add the number rolled to attack rolls and saving throws before the beginning of your next turn.

You can only use this ability once between short or long rests, unless you spend 1 sorcery point to use it again.

 

Otherworldly Wings

At 10th level, you can use a bonus action to magically manifest a pair of wings from your back.

When you gain this feature, you choose how these wings look when you manifest them, such as eagle wings, bat wings, spectral wings or dragonfly wings. While the wings are present, you have a flying speed of 60 feet.

The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.

 

Otherworldly Might

Also beginning at 10th level, you can make a weapon attack as a bonus action whenever you cast a spell with your outsider magic spell list. You have advantage on this weapon attack.

If your light bearer feature is active, you can use your bonus action to allow an ally to use a reaction to make the attack instead. The ally has advantage on the attack, and you can allow the ally to expend any bonus damage dice you may have or would gain from your otherworldly magic feature. The ally must be inside the light created by the light bearer feature to gain this benefit.

Otherworldy Aspect

Beginning at 14th level, you can transform yourself as an action to take on the traits of an otherworldly creature. When you use this feature, you gain the following benefits for one minute:

  • You become large.

  • When you make a weapon attack, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls.

  • You can attack twice, instead of once, when you take the attack action on your turn. 

  • When you cast a spell, you become immune to any damage type mentioned in the spell until the end of your next turn.

  • You gain a bonus to your armour class equal to your Charisma modifier.

  • Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Sorcerer Level

Spells

3

searing smite, bless, suggestion

4

enthral

5

searing light

6

crusader’s mantle

7

divine power

8

fiery smite

9

holy weapon