Sorcerer
Base Class: Sorcerer

Your power comes from a deep connection to the radiant energy of the cosmos. At some point in your life, or in the lives of your ancestors, an event occurred that bestowed this gift upon you. You may have discovered the pieces of a fallen star, or witnessed a rare celestial event like a solar eclipse, or even made contact with a being from the outer reaches. Regardless of how this connection formed, the power of the cosmos dwells within you and suffuses you with its light.

cosmic Soul

Starting at 1st level, you have dark vision with a range of 120 feet. You always know which direction is north and when you can see the sky you can't get lost except by magical means.

radiant mote

As an action, you can create a number of motes by expending an equal number of Sorcery Points. Each mote you create lasts for 1 hour and you can have a maximum amount of motes equal to your Charisma modifier + 1 (minimum of 1) . Additionally, you can create up to 2 motes without expending Sorcery Points, but can not do so again until you finish a short or long rest.

As long as you are not wearing armor or carrying a shield, you gain a bonus to saving throws equal to the number of motes and a bonus to AC equal to half of that (minimum of 1). While you have at least one mote you shed bright light in a 10 foot radius, and dim light for an additional 10 feet.

Solar Flare

As an action, you can create a number of motes by expending an equal number of Sorcery Points. Each mote you create lasts for 1 hour and you can have a maximum amount of motes equal to your Charisma modifier + 1 (minimum of 1) . Additionally, you can create up to 2 motes without expending Sorcery Points, but can not do so again until you finish a short or long rest.

As long as you are not wearing armor or carrying a shield, you gain a bonus to saving throws equal to the number of motes and a bonus to AC equal to half of that (minimum of 1). While you have at least one mote you shed bright light in a 10 foot radius, and dim light for an additional 10 feet.

Shooting Star

Starting at 6th level, when you cast a spell, you can expend a mote and send it shooting towards a target that you can see within 60 feet. Make a ranged spell attack, if you hit, the target takes 2d6 radiant damage. When you reach 14th level, the damage of this ability increases to 4d6.

Comets Flight

Starting at 14th level, you can use a bonus action to surround yourself in a glowing nimbus. While the nimbus is present, you gain a magical flying speed of 30 feet and can hover. The nimbus lasts until you are incapacitated, you die, or you dismiss it as a bonus action.

Solar Reckoning

At 18th level, you are suffused with the power of the stars. You gain resistance to fire damage, immunity to radiant damage, and you cannot be blinded. Your mote maximum increases by 2.

While you have at least one mote, whenever an enemy ends their turn within 10 feet of you, they takes radiant damage equal to your number of motes, and must succeed on a Constitution saving throw or take additional radiant damage equal to half of your Sorcerer level. If they fail their saving throw, as a reaction, you can expend a mote and they become blinded until the end of their next turn.

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