Archangel's Blood (5e Subclass)
Archangel's Blood[edit]
Sorcerer Origin
Your link to angelic powers allows you to learn spells normally associated with the cleric and paladin classes. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the paladin or cleric spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
- Harbinger of Justice
At 1st level, you acquire the training necessary to be more effective in close combat. You gain proficiency with light armor, shields, and melee martial weapons.
- Blade of Reckoning
Also at 1st level, you can use your bonus action to create an angelic Blade in your empty hands. The weapon takes the form of any weapon of your choice that you are proficient with.
The influence of your blood also allows you to channel your will through your Blade of Reckoning. When you attack with that weapon, you can use your Charisma modifier for the attack and damage roll.
- Blind Fighting. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, this weapon counts as magical to overcome resistance and immunity to nonmagical damage.
- Archangel's Heritage
Starting at 6th Level, you can access to your Archangel's powers temporarily. On your turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or long rest before you can use it again.
- Archangel's Smite
At 14th level, when you hit a creature with a melee weapon attack, you can expend up to 5 sorcery points to cause additional radiant damage equal to 1d8 per point spent. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
- Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
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