Base Class: Sorcerer
Sometimes years of tending sacred flames, surviving impossible vigils, or inheriting a line steeped in the Dawn awaken power in the blood. Dawn-Blooded sorcerers burn brightest when another person is close to breaking.
Division: Lantern Chapters
Role: Radiant conversion • Mobile support.
Order Spells
These spells are always prepared, count as spells for this class, and do not count against the number of spells you prepare.
Level 3: Guiding Bolt, Healing Word, Aid, Lesser Restoration
Level 5: Daylight, Revivify
Level 7: Aura of Life, Guardian of Faith
Level 9: Dawn, Mass Cure Wounds
Inner Lantern
When you cast a spell that deals damage, you can spend 1 Sorcery Point to change that damage to Radiant. When you do, choose yourself or one creature within 30 feet to gain Temporary Hit Points equal to your Charisma modifier plus your Proficiency Bonus. You also learn the Light cantrip.
Warmth in the Blood
While Innate Sorcery is active, you shed Bright Light in a 10-foot Emanation. Allies in the light have Advantage on Death Saving Throws.
Shared Spark
Once per turn when you cast a level 1+ spell, you can spend 1 Sorcery Point and choose an ally within 30 feet. It either regains 1d6 plus your Charisma modifier Hit Points or moves up to 10 feet without provoking Opportunity Attacks.
Dawnstride
While Innate Sorcery is active, you gain a Fly Speed equal to your Speed and can hover. When you fly within 5 feet of an ally for the first time on a turn, that ally gains Half Cover until the start of your next turn.
Threefold Dawn
When you activate Innate Sorcery, choose up to three creatures within 30 feet. Each gains 20 Temporary Hit Points and ends the Charmed or Frightened condition on itself. For that use of Innate Sorcery, once per turn add your Charisma modifier to one damage roll or healing roll of a spell. Once per Long Rest you can use this feature for free; otherwise it costs 5 Sorcery Points.
Order Spells
These spells are always prepared, count as spells for this class, and do not count against the number of spells you prepare.
Level 3: Guiding Bolt, Healing Word, Aid, Lesser Restoration
Level 5: Daylight, Revivify
Level 7: Aura of Life, Guardian of Faith
Level 9: Dawn, Mass Cure Wounds
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