Base Class: Sorcerer
The Dawnforged sorcerer is a being who's soul has close ties to the energies and magicks of the very Sun itself. Whether your soul was touched by a sun deity, or you were born at dawn on a special day, the cause of your character being a Dawnforged is up to you. Being the embodiments of light, justice and searing radiance, Dawnforged are hated by denizens of the Far Realms, Abyss, Baator, Gehenna, Hades and most other Lower Planes. Due to this, a Dawnforged is always on their toes, never knowing when the next agent of chaos and darkness will come for their head.
Lightborn
At first level, your connection to the sun manifests by granting you resistance to Radiant damage. In addition, whenever you cast a sorcerer cantrip, you may choose to deal additional Radiant damage equal to your Charisma modifier to a creature of your choice within 60 feet of you.
Radiant Flare
At 6th level, your connection to the sun deepens, allowing you to harness a tiny sliver of its power in the form of brilliant flashes of light. Whenever you see a creature make an attack roll, you may choose to use your reaction to impose disadvantage on that roll. The creature must then make a Constitution save against your spell save DC, becoming blinded for one minute on a success. It may make another Constitution save at the end of each of its turns, ending the effect on a success.
You may use this feature a number of times equal to your Charisma modifier. You regain all uses at dawn.
Boons of the Sun's Light
At 14th level, you can channel the energy of the sun to either heal your allies or sear your enemies whenever you manipulate the sorcerous magicks within you. Whenever you expend 1 or more Sorcery Points, you gain one of the following benefits:
- The next time you cast a spell within 1 minute, you may deal Radiant damage to either one target of that spell or another creature within 60 feet of you. The Radiant damage equals a number of d8s equal to the amount of Sorcery Points expended when Boons of the Sun's Light was triggered.
- You grant an ally a number of d8s of temporary hit points equal to the amount of Sorcery Points expended when Boons of the Sun's Light was triggered.
Sun's Paragon
At 18th level, you become the paragon champion of the sun's energy. This causes you to take on one or more physical attributes of your discretion, including but not limited to: Eyes that glow golden/orange/yellow; Shimmering skin that seems to reflect light; Hair tipped with gold and/or standing on end in spikes upon your head; Runic, sun-related inscriptions patterned across your body that glow in the dark (Or under a different condition). You gain no benefit from these attributes; they are purely cosmetic.
These physical attributes are simply the outward signs of your ascension, however. You also gain resistance to cold and necrotic damage.
Finally, you may choose to channel the limitless energy of the sun through your own flesh and blood, at a cost. As a bonus action, your body becomes illuminated by shining light from within, waves of dazzling brilliance dancing across your skin. You emit bright light for 120 feet, and dim light for another 120 feet beyond that. Any hostile creature that starts its turn or moves within 30 feet of you while this feature is active must make a Constitution saving throw against your spell save DC. They take radiant damage equal to your level and are blinded for 1 round on a failure, or take half that much and are not blinded on a success. Any allied creature that starts its turn or moves within 30 feet of you while this feature is active may choose to regain hit points equal to half your level, or gain temporary hit points instead if they are at maximum hit points. While this feature is active, you may add your Charisma modifier to the damage rolls of your sorcerer spells and your Armor Class. At the end of your turn each turn while this feature is active, you must make a Constitution save (DC 21). On a success, you take 15 radiant damage. On a failure, you take 30 radiant damage and mark a failure on your sheet. (This damage bypasses resistances and immunities). If you reach 3 failures in one use of this feature, your physical form explodes in a burst of the sun's energy due to failing to withstand the sun's awe-inspiring power. All creatures within 60 feet of you when this happens take 13d10 radiant damage (This damage bypasses resistances and immunities). Your body atomises, leaving no trace besides a scorched crater. You die and your soul dwells within the sun, thereby counting it as not free. The quest to free a soul trapped this way may be the next questline in a campaign, at the DM's discretion. You may choose to end this feature as a bonus action, and it otherwise lasts for one minute. You have one use of this feature, and regain it at dawn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/29/2019 3:11:10 PM
|
36
|
1
|
--
|
Coming Soon
|
Comments