Base Class: Wizard
In the universe, there exists a primordial essence, theorized to be older than any other form of energy. Rarely, this energy gathers into large concentrations, drawing in other matter in the surrounding space. These formations are what we call celestial bodies, and they include stars, moons, planets, comets, etc. The mages in the Conclave of Silverymoon discovered this energy sometime in the 13th century DR, and they gave it a name: Quarlan (pronounced Kar-lahn), a derivation of the Elvish word for "soul". After studying its potential for decades, they realized it could be harnessed and channeled. While similar in some ways to the arcane traditions, this new form of magic, namely Qualamancy, was unique in its behavior. They began to develop techniques to utilize Quarlan, eventually evolving them into proper spells for the students of the College to learn and master. The first form of Quarlan energy that was discovered came from Sol, the sun of the crystal sphere. Studying the sun's energy, the scholars developed spells that dealt with battlefield control and manipulation, rather than outright damage potential. Rather than simply emitting bursts of radiant light, these spells made use of fire, metal, and other odd elements. They theorized that this could be what Sol is made of, but none could be sure.
Searing Brand
Beginning at 2nd level, you gain the ability to mark your enemies with the power of Sol. When you inflict spell damage to one or more creatures on your turn, you can use your bonus action to apply a brand to one of those creatures. This effect can be applied to a number of creatures equal to your Proficiency Bonus at one time. If the maximum number of creatures are branded, a new brand cannot be applied. This effect lasts for 30 seconds or until the creature dies, and it does not stack.
While branded, a creature takes radiant damage at the end of each of its turns equal to the your Intelligence modifier plus the die that corresponds to double your Proficiency Bonus. In addition, when a branded creature that you can see makes an attack, you can use your reaction to enflame the brand and impose disadvantage on the attack.
Magnetic Prominence
Starting at 6th level, you are beginning to expand your understanding of the properties of Sol. As an action, you can choose a creature or an object that you can see within 120 feet. That object or creature becomes the epicenter of a strong magnetic field. The area around the center in a radius of 20 feet becomes difficult terrain. In addition, any creature affected by this ability that attempts to move outside the magnetic field must make a Strength save against your spell save DC or be rebounded back inward and be knocked prone. This ability lasts for 1 minute or until dispelled as a bonus action, and can be used once, replenishing at the next dawn.
Enervating Brand
Beginning at 10th level, the Searing Brand is now more harmful to your enemies. Creatures that are branded suffer a decrease to Strength, Dexterity, and Constitution saving throws equal to your Intelligence modifier, and the brand now lasts for 1 minute.
In addition, after dealing spell damage to a creature, you can transfer a brand from a creature that you can see to the damaged creature as a bonus action.
Solar Flare
Starting at 14th level, you have fully harnessed the power of Sol and are immune to fire damage.
In addition, you can use your action to emit a massive burst of solar Quarlan energy in a 60 foot radius centered on you. Creatures you choose in this area must succeed a Constitution saving throw or be blinded for 18 seconds. Any branded creature within the radius takes 8d6 radiant damage as their brand explodes, ending the branding effect. This ability can be used once, replenishing at the next dawn.
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