Sorcerer
Base Class: Sorcerer

Lumina Sorcery: Lightbearers of Hope

Origins of Lumina Sorcery

Your magic is suffused with radiant energy, a luminous force that emanates from an otherworldly connection. Perhaps your bloodline is touched by celestial beings, such as angels or empyreans, granting you the ability to channel divine light. Alternatively, your power may stem from the feywild, where your soul was shaped by the eternal glow of summer courts. Some Lumina sorcerers might even draw their magic from the Astral Plane, channeling starlight itself.

Wherever your magic originates, you are a beacon of hope, protection, and warmth to those around you. Your mere presence uplifts allies and weakens the grip of fear and despair. Though sorcerers are often seen as wielders of raw, unpredictable power, Lumina sorcerers are admired for their measured grace and their role as defenders of the weak.

Level 3: Luminous Magic

Your magic is infused with radiant light, and you gain access to 3 cleric spells as follows; Healing word/Revivify/True Resurrection which reflect your connection to divine energy. You learn additional spells when you reach certain levels in this class, as shown in the Lumina Spells table. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.

Lumina Spells

Sorcerer Level Spells
1st cure wounds, bless
3rd aid, warding bond
5th beacon of hope, daylight
7th guardian of faith, aura of purity
9th greater restoration, dawn

 

Additionally, you learn the light cantrip, which does not count against your number of cantrips known.

Level 3: Luminous Grace

Starting at 3rd level, whenever you cast a sorcerer spell of 1st level or higher on your turn, you can choose a number of creatures equal to your Charisma modifier (minimum of 1) within 10 feet of you, each creature gains temporary hit points equal to half your sorcerer level (rounded up) + your Charisma modifier.

The range of this skill increases at 6th level (15 feet) and 18th level (20 feet)

Level 6: Radiant Conduit

At 6th level, your mastery over radiant energy allows you to create conduits of light to empower and protect your allies. As a bonus action, you can summon a Radiant Conduit at a point you can see within 60 feet of you. The conduit appears as a glowing sphere of light and lasts for 1 minute. You can only have one conduit placed at once, if you place a new conduit the previous one fades away. The amount of conduits you can have placed at once increases to 2 at 14th level.

The Radiant Conduit has the following properties:

  • Empowering Light: Once per turn, when an allied creature within 20 feet of the conduit makes a weapon attack, cast a damaging spell or uses an ability/spell that restores hit points, it can roll 1d6 and add the result to either the weapon's attack roll, one of the spell's damage rolls or the total amount of hit points restored.
  • Protective Glow: When an allied creature within 20 feet of the conduit takes damage, you can use your reaction to reduce the damage by an amount equal to 2d6 plus your Proficiency bonus. The amount of dice rolled when determining damage reduced by this skill increases at 10th level (3d6), 14th level (4d6) and 18th level (5d6)

You can summon the Radiant Conduit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 14: Radiant Sanctuary

At 14th level, you can create a radiant field of divine protection and empowerment. As an action, you activate a Radiant Sanctuary in a 30-foot radius around you that lasts for 1 minute or until you are incapacitated. The sanctuary offers the following benefits:

  • Sanctuary's Ward: Allied creatures within the radius gain resistance to radiant and necrotic damage, and whenever they take damage from any source, they can use their reaction to move up to 10 feet without provoking opportunity attacks.

  • Luminous Strike: When an allied creature in the area hits with an attack or casts a spell that deals damage, they deal additional radiant damage equal to your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest, or you can expend 5 sorcery points to use it again.

Level 18: Luminous Embrace

At 18th level, you channel the pure essence of light to safeguard your allies in dire moments. As an action, you release a wave of radiant energy in a 30-foot radius centered on you. Choose any number of creatures within the area. Those creatures regain hit points equal to 4d8 + your Charisma modifier. Until the end of your next turn, they have resistance to all damage, advantage on saving throws, and the creatures also shed bright light in a 10-foot radius, dispelling magical darkness. 

Once you use this feature, you cannot do so again until you finish a long rest or expend 6 sorcery points to use it again.

 

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