Sorcerer
Base Class: Sorcerer

Sometimes the spark of magic that fuels a sorcerer comes from a divine source related with the sun that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the sun god or a chosen vessel of radiant magic.

You carry the power of the sun and it can be seen all the time, shedding light whenever you cast a spell; showing a predisposition towards altruism, solidarity and the warmness to help the hopeless; or showing compulsive desires to eradicate undead and punish the wicked. These quirks tends to pull sun sorcerers towards good alignments, neutral aligned in some cases but very rarely evil aligned sun sorcerers can be found.

Sun Sorcerer are somewhat like paladins, bearing the beacon of hope in the battlefield, the need of being closer to the fight makes sun sorcerers learn how to bear armor and how to use some weapons. However, sun sorcerers have resources for almost everything (defense, utility, ranged offense, melee offense, healing abilities and the like) making them one of the most versatile kind of sorcerer in battling situations, turning them in the true paragons of the power and the battlefield.

Avatar Image by Yama Orce

Sun Bearer

At 1st level, the power of the sun has given you the natural ability to chanel magical light energy into small manifestations and due to it, now you have learnt how to control light, give light, to empower your melee weapon attacks with light and even become the sun itself. You gain the following benefits:

  • You learn one cantrip of your choose between Prestidigitation, Thaumaturgy or Druidcraft.
  • You learn the Light cantrip, you can target yourself with that cantrip and you no longer have a limit on the number of objects that can be affected by the spell at the same time. As a bonus action on your turn, you can change the radius of the bright/dim light cast by an object affected by that spell by 5 ft each (Maximum of 30 ft bright/dim light, minimum of 5 ft bright/dim light).
  • You may use your charisma modifier instead of strenght for melee weapon attacks you make.

In addition, the nature of your sorcerous magic gives you affinity to light involving magic, granting you access to a new list of spells, you can learn these as long as you have spell slots of the level requiered to cast those spells and these become sorcerer spells for you, moreover, you can learn these spells even while gaining a level in another class: Guiding Bolt, Cure Wounds, Healing Word, Moonbeam, Prayer of Healing, Aura of Vitality, Mass Healing Word, Fire Shield, Guardian of Faith, Flame Strike, Destructive Wave, Mass Cure Wounds, Heal, Regenerate, Holy Aura and Mass Heal.

Celestial Combat Prowess

As light magic flows through your body due to the conections with celestials, it causes small manifestations of light to protect you. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Moreover, you gain resistance against radiant and necrotic damage and you can speak, readn and write in celestial.

In addition, as a bonus action, you may spend 1 sorcer point to chanel protective radiance. If you do, you or a creature you can see gain an ammoun of temporary hit points equal to your sorcerer level + your charisma modifier.

Additionally, due to the nature of being the bearer of light and hope on the battlefield, you have gathered some martial skills to help you survive in close combat situations. You gain proficiency with light armor, medium armor, simple weapons and two martial weapons of your choice, and you can perform the somantic components of spells even when you have items and weapons in one or both hands.

Battle Radiance

Starting at 6th level, when you cast a cantrip or a spell that deals fire, lightning or radiant damage or when you make a melee weapon attack, you may add your Charisma modifier to one damage roll of that spell or attack, dealing radiant damage instead of fire and lightning damage if you want.

Additionally, you no longer have disadvantage on ranged spell attacks when casting them within 5 feet of a hostile creature. In addition, after attacking with a cantrip, you may make a melee weapon attack as a bonus action. Moreover, if you would succed on a weapon attack roll, you may spend up to 5 sorcery points to give searing radiance to the strike, for each sorcery point spent, the attack deals 1d6 additional radiant damage on a hit.

Warding Light Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. The apereance of the wings can be as you like.

In addition, as a bonus action, you may spend 2 sorcery points to deploy warding radiance. If you do, for the next minute, you and friendly creatures within 10 feet of you gain a bonus on saving throws against spells or magical effects equal to your charisma modifier. At 18th level, the range changes to 30 feet.

Aura of Eternal Sunlight

Beginning at 18th level, as an action, you can spend 5 sorcery points to emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes an amount of radiant damage equal to 2d8 + your charisma modifier (minimum of 1).

In addition, you no longer are affected by the drawbacks of ageing gaining eternal youth, you are immune to disease and have advantage on saving throws that would allow you to prevent from being charmed, frightened, stuned, paralyzed, poisoned or petrified. In addition, instead of taking a long rest, you may stand for at least 4 hours exposed to the sunlight and meditating to gain the same benefits of a long rest provided that you have eaten before, you are aware of your sorroundings in a 60 foot radius during that time, but takes you 1 full round to regain consciousness.

Sun Sorcery Image

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