Sorcerer
Base Class: Sorcerer

Frostburn Eclipse

Aubade is the Beast World’s god of the sun and self-expression. The central tenet of Aubadism is to make a blazing mark on the world. Some pursue fame, others create art, but perhaps the most potent expression is the raw thrill of a fight that leaves one bloodied, but alive. Becoming more dangerous than danger is a pursuit for sunblood, a connection to their god’s rush of unstoppable, sensational glory.

Some who chase sunblood are gifted with the means to channel its sorcerous magic. When the sun reaches full eclipse, Aubade chooses new candidates for his power. These blessed beasts burst with the gifts of the eclipse: immolating fire and the frigid cold of a dark sun. Once awakened, these sorcerers use physical might to overpower the Arcana, and force reality itself into submission.

Frostburn Manifestation

When everything falls into place and Aubade’s favor explodes from you, you enter the state of Eclipse. This heightens your magic, but can also subtly change the way you look. At your option, you can pick from or roll on the Frostburn Manifestations table to determine how your character’s body changes while in Eclipse.

Frostburn Manifestations

D6 - Sign
1 - Your heartbeat is audible to those around you.
2 - You bleed a hot, glowing orange liquid.
3 - Frost creeps outward from your feet.
4 - One of your hand’s fingertips blacken, while the other emits a sizzling sound.
5 - You breathe an icy vapor.
6 - Your eyes are solid black with a corona of white around the edges.

Sunblood Sorcery

As a sorcerer of the Frostburn Eclipse, your magic explodes from raw physical aggression. You use Strength as your spellcasting ability for sorcerer spells instead of Charisma. You also use Strength instead of Charisma for the purposes of your Metamagic options.

Bonus Proficiencies

You have training with Aubade’s twin suns, and the armor to survive using them. You gain proficiency with the war pick, morning star, and light armor

Sun Bull’s Tenacity

Starting at 1st level, the rush of Sunblood slows the world around you and makes a grievous wound an afterthought. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.

Additionally, you can shrug off a blow that would leave less stubborn creatures unconscious. As a reaction to being reduced to 0 hit points, you can stay conscious until the end of your next turn (you still roll death saving throws as normal). Once you use this ability, you can’t use it again until you finish a short or long rest.

Starting at 3rd level, you can expend 2 sorcery points at the end of your turn to further delay falling unconscious from this feature until the end of your next turn.

Evoke Eclipse

Starting at 6th level, you gain Aubade’s blood favor when you act fearlessly in combat. When you deal fire or cold damage to a hostile creature within 5 feet of you with a spell, you enter the state of Eclipse. Until the start of your next turn, you gain the following benefits:

  • Your movement speed is doubled.
  • You gain 5 temporary hit points. This bonus increases by 5 when you reach 14th level (10) and 18th level (15).
  • You gain an additional action that can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • Your melee weapon attacks deal an extra 3 fire or cold damage (your choice). Targets take an extra 3 cold damage from your spells that deal fire damage, and vice versa. This damage increases by 1 when you reach 14th level (4), and 18th level (5).

Starting at 14th level, you also gain the following benefit: You have advantage on the first melee weapon attack you make on your turn.

Starting at 18th level, you also gain the following benefit: You are immune to falling unconscious.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Penetrating Spell

At 14th level, you see weakness where others see immunity. You gain the Penetrating Spell Metamagic option:

When you cast a spell that deals damage, you can spend 2 sorcery points to treat targeted creatures’ immunity to a damage type as resistance, and ignore resistance for the purposes of determining the spell’s damage.

Cold Sun’s Raystorm

Starting at 18th level, whenever you make a weapon attack, you can cast one of your cantrips in place of the attack.

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