Base Class: Sorcerer
DISCLAIMER: This homebrew subclass is playtest content and has not been balanced or tested in an actual game setting. Oversights, misbalances, and other issues may arise. If you play this subclass, please reach out with any suggestions, concerns, or other feedback you may have!
The Moon is revered by many for its patient watch over the night and its guardianship over those that must brave the darkness, but the Sun too has a role in the balance of night and day. With a watchful eye and a generous heart, it gazes upon the face of the earth, bringing joy and life to all that dwell upon it. And sometimes, one appears who, either by intent or by some cosmic twist of fate, is born suffused with a fragment of the Sun's radiant magic. These solar sorcerers are capable of channeling sunlight into mighty beams of plasma or flashes of blinding radiance, bringing the fiery wrath of the sun into places it cannot usually reach.
Mark of the Sun
At 1st level, you have the ability to manipulate and guide the sun's light, turning it into a radiant mark which appears as a glowing aura, a sunbeam, or something similar. As an action, you can cause the mark to focus on a creature of your choice (which can be you) that you can see within 120 feet of you, using it to either protect or harm them. You must concentrate on that creature as if concentrating on a spell, and it is active for one minute, or until you lose concentration on it. While it is active, you can transfer it to another creature within range as a bonus action, targeting that creature instead. A creature targeted by the mark sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you target a creature with the mark, you choose one of the following effects to impose on that creature. The chosen effect remains until the mark ends or you transfer it to a different creature, at which point you may select a new effect for the new target.
- Overwhelming Heat. The oppressive heat of the sun surges through the target. When the target takes fire or radiant damage for the first time on a turn, it must make a Constitution saving throw against your spell save DC. On a failed save, its speed is halved until the start of your next turn.
- Steady Immolation. You cause solar energy to accumulate within the target over time. At the start of each of your turns while your mark targets a creature, that creature must make a Constitution saving throw against your spell save DC or take 1d8 fire or radiant damage (your choice).
- Blessing of the Sun. The sun's gentle radiance nourishes the target. Any time the target regains at least 3 hit points from a single source, add your sorcerer level to the total number of hit points regained.
- Solar Shield. A barrier of warm light protects the target, making them more difficult to harm. When the target is hit by an attack or fails a saving throw against a damaging effect for the first time on a turn, they gain 1d8 temporary hit points as a buffer against the incoming damage.
You can initiate the mark a number of times equal to your Charisma modifier per long rest.
Radiant Grace
At 1st level, you have gained the ability to draw on the warmth of the sun to rejuvenate yourself and your companions. When you or an ally you can see within 30 feet expends any number of hit dice during a short rest, you can choose a number of those dice up to your proficiency bonus. If it is daytime, those dice are treated as if they rolled their maximum value.
Additionally, you gain a bonus to Charisma ability checks made during the day equal to your proficiency bonus.
Piercing Light
Starting at 6th level, you can channel the sun's energy to such a potent degree that it affects even creatures that would otherwise be resilient to it. When you cast a spell that deals radiant damage, you can expend 2 sorcery points to cause that instance of the damage to ignore resistance to radiant damage and treat immunity to radiant damage as resistance instead.
Additionally, when you take radiant damage from a spell or attack that originated from a creature, you can use your reaction to force that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded until the end of your next turn.
Illuminating Mark
At 14th level, your Mark of the Sun becomes so bright that only truth can withstand its gaze, and it gains the following additional effects.
- A marked creature that is invisible or that is under any effect that alters its form must make a Charisma save against your spell save DC at the start of each of its turns. On a failed save, its true form is revealed, it becomes visible, and its form cannot be altered again while marked. A creature that is innately invisible, such as an invisible stalker, is not made visible by this feature.
- You can expend 1 sorcery point while your Mark of the Sun is active to forego needing to concentrate on it until the start of your next turn.
Additionally, while your Mark of the Sun is active on any creature, you and creatures of your choice within 5 feet of you gain resistance to fire and radiant damage.
Eternal Radiance
Beginning at 18th level, you can channel the full concentrated power of the sun like a lens, amplifying it a hundredfold. As an action, you can gain the following effects for 1 minute.
- You are immune to radiant damage, and a creature within 30 feet of you that hits you with an attack must make a Constitution saving throw against your spell save DC or be blinded until the end of your next turn.
- Creatures you choose within 30 feet of you who are targeted by healing magic regain the maximum hit points possible from that effect.
- When you cast a spell and use the transmuted spell metamagic option to change that spell's damage type, radiant damage is added to the list of damage types you can choose.
- You can expend 2 sorcery points to regain a use of your Mark of the Sun, no action required.
- You gain a flying speed of 40 feet.
When this effect ends, you take 2d12 radiant damage, and your hit point maximum is reduced by half that amount. This reduction lasts until the end of your next long rest. You can use this feature once per long rest.
Previous Versions
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11/5/2024 4:38:29 PM
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