Archangel's Blood (5e Subclass)
Archangel's Blood[edit]
Sorcerer Origin Your veins pulse with celestial fire, a sacred lineage bestowed not by divine favor, but by birthright carved into your very flesh. Somewhere in your bloodline, an archangel—beacon of divine wrath and mercy—sacrificed their purity to intertwine with the mortal world. Whether by choice, tragedy, or design, their essence now courses through you, a volatile blend of holy judgment and raw mortal instinct.
This blood is no gentle blessing. It is radiant fire shackled by flesh, constantly threatening to burn you from within if not tempered by will. When you draw upon it, your body becomes a vessel of awe and terror—wings of light may unfurl, your voice may ring with otherworldly command, and your blood itself becomes both weapon and ward. You are a living contradiction: sacred yet flawed, healer and executioner, a herald of both salvation and reckoning.
Where others beg for the gods’ favor, you bleed it.
- Harbinger of Justice
At 1st level, you acquire the training necessary to be more effective in close combat. You gain proficiency with light armor,medium armor, shields, and melee martial weapons. Additionally you gain 1 maximum hitpoint and an 1 additional maximum hitpoint each level you take in this class. 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.
- Blade of Reckoning
Also at 1st level, the divine essence in your blood manifests as a weapon forged from radiant ichor and willpower. As a bonus action, you can summon an Angelic Blade—a weapon formed of glowing celestial blood—in your empty hand. You choose the weapon’s form upon summoning; it must be a melee weapon with which you are proficient. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can dismiss the weapon at any time (no action required), and it disappears if you let go of it unless you throw it and it hits a target. You can summon the Angelic Blade again as a bonus action.
Additionally, you can perform a 1-hour ritual to bind a physical melee weapon as your Blade of Reckoning, marking it with your celestial blood. This can be done during a short or long rest. While wielding your Angelic Blade or a bonded Blade of Reckoning, you may use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls with that weapon. You can choose to make the damage of your bonded blade necrotic or radiant of your choice on a hit.
You may only have one Blade of Reckoning bound at a time. If you perform the ritual again, the previous bond is broken.
- Judgment Carved in Flesh
Starting at 6th level, The archangelic fire in your blood grows more volatile, seeking judgment against the wicked. You can now channel this righteous fury through your weapon in a sudden, divine burst—though doing so taxes your mortal form.
Once per turn, when you hit a creature with a melee weapon attack using your Angelic Blade or Blade of Reckoning, you can expend one of your Hit Dice to deal additional radiant damage to the target. Roll the expended Hit Die and add your Charisma modifier; the target takes radiant damage equal to the total.
If the target is a fiend, undead, or has ever directly harmed you or an ally within the last minute, you roll two Hit Dice instead of one. when you finish a short rest, you can regain a number of expended Hit Dice equal to your proficiency bonus + half your sorcerer level rounded down (minimum of 1).You may only regain hit dice this way twice per longrest.
- Archangel's form
At 14th level, You begin to manifest characteristics of an Archangel.You have a true sight of 120ft and a flying speed equal to your walking speed, Immunity to the poisoned condition, poison damage and diseases.
- 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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