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<blockquote data-quote="Afrodyte" data-source="post: 6366543" data-attributes="member: 8713"><p>I decided to completely redo a few of them to make them more flavorful and distinct from the draconic origin.</p><p></p><p><strong>Celestial heritage</strong>. You are considered a celestial for all spells and effects. You can read, write, and speak Celestial. Additionally, when you make a Charisma check when interacting with celestials, your proficiency is doubled if it applies to the check.</p><p></p><p><strong>Heavenly truth</strong>. The radiance of celestial consciousness pierces through what's hidden to uncover the truth. You can gain advantage on one Wisdom (Insight) or Intelligence (Investigation) check. Alternatively, you can gain advantage on one saving throw against one illusion or mind-altering spell or effect. You can do this a number of times equal to your Charisma modifier until you must take a long rest.</p><p></p><p><strong>Celestial radiance</strong>. Starting at 6th level, when you cast a spell that deals damage, you can spend 1 sorcery point to add 1d10 + your Charisma modifier in radiant damage.</p><p></p><p><strong>Celestial contact</strong>. Starting at 14th level, you can spend 5 sorcery points to contact one of the Upper Planes as though you were casting <em>contact other plane</em>. You must complete a long rest before you can use this ability again.</p><p></p><p><strong>Celestial aura</strong>. At 18th level, you can channel the otherworldly presence of your celestial ancestry, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 6366543, member: 8713"] I decided to completely redo a few of them to make them more flavorful and distinct from the draconic origin. [B]Celestial heritage[/B]. You are considered a celestial for all spells and effects. You can read, write, and speak Celestial. Additionally, when you make a Charisma check when interacting with celestials, your proficiency is doubled if it applies to the check. [B]Heavenly truth[/B]. The radiance of celestial consciousness pierces through what's hidden to uncover the truth. You can gain advantage on one Wisdom (Insight) or Intelligence (Investigation) check. Alternatively, you can gain advantage on one saving throw against one illusion or mind-altering spell or effect. You can do this a number of times equal to your Charisma modifier until you must take a long rest. [B]Celestial radiance[/B]. Starting at 6th level, when you cast a spell that deals damage, you can spend 1 sorcery point to add 1d10 + your Charisma modifier in radiant damage. [B]Celestial contact[/B]. Starting at 14th level, you can spend 5 sorcery points to contact one of the Upper Planes as though you were casting [I]contact other plane[/I]. You must complete a long rest before you can use this ability again. [B]Celestial aura[/B]. At 18th level, you can channel the otherworldly presence of your celestial ancestry, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. [/QUOTE]
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