Wizard
Base Class: Wizard

In the searing deserts, atop towering cliffs, and even in deep space, the light of the sun is an unavoidable force of nature without any disturbances in its view. This light was an untapped source of unparalleled arcana - until now. Those who study this School strive to illuminate the darkest spaces and tap into what has been thought impossible by enhancing their own light though prisms, mirrors, or magnifying glasses to dispel darkness or to sear and scorch any foes in their way.

Illuminating Studies

Beginning when you choose this Tradition at 2nd level, you know the basics of how things glow.

You learn the Light cantrip, which doesn't count against the number of cantrips you know. When you reach 5th level in this class, you learn the Daylight spell. This spell is a Wizard spell for you, and it becomes fixed in you mind - the spell is always prepared for you, and does not count against the number of spells you can prepare.

Moreover, when you cast a spell that produces light, the range of the light emitted by the spell is doubled, making dim light into bright light, and the light within the increased range into dim light. For example, if you cast the Light cantrip with this feature, it would shed bright light out to 40 ft., and dim light out to 40 ft.

Magnified Magic

Also at 2nd level, you have learned how to harness and magnify the light of the sun.

When you finish a long rest, you can create an Arcane Focus out of glass, crystals, a prism, a magnifying glass, a mirror, or another reflective material. While you are in bright light with this focus, you can choose to cast a spell that produces light as if it were cast using a spell slot one level higher, to a maximum of 9th level.

You can cast a spell in this way a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.

Solar Flare

At 6th level, you have bathed in the light of the sun for hours and hours, and have gotten used to its warmth.

When you are concentrating on a spell that creates light, you can choose to concentrate on that spell, as well as another spell that requires concentration. If you must make a Constitution saving throw to maintain concentration and fail, both spells end.

Empyreal Arcana

At 10th level, sunlight starts to store itself within your arcane focus, and seems to change any light that passes through it.

Any spell you cast that creates light now creates sunlight.

Celestial Flare

At 14th level, having mastered the celestial body of the sun itself, you can mimic its light.

As an action, you can emit a surge of solar effulgence, and create a 60 ft. radius sphere of sunlight that is centered on you and moves with you. This sphere lasts for 1 minute. While the sphere persists, any creature that starts its turn within the sphere or moves into the sphere for the first time on its turn must make a Constitution saving throw against your spell save DC, or become Blinded for 1 hour. An affected creature can remake its saving throw at the end of its turn, ending the effect on itself on a success.

A creature can choose to avert its gaze to avoid making the above saving throw - if it averts its gaze, it makes all attack rolls with disadvantage. If a creature ends up looking toward its intended target while within the sphere of sunlight, it must immediately make a Constitution saving throw, as above.

You can use this feature once before you must finish a long rest.

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