Base Class: Sorcerer
Sun Sorcerers specialize in energy, be it light, fire, sound, electricity, or magic itself. They are often followers of J'ka, the Draconic Sun God.
Consume Energy
You know the spell Consume Energy. This spell does not count against your known spells.
Bonus Cantrip
When you choose this subclass at 1st level, you learn one additional cantrip out of the following: Light, Shocking Grasp, Produce Flame, or Thunderclap
Spell Reflection
You can use one sorcery point to reflect spells back at the caster.
When you are hit with fire, radiant, electric, or thunder energy, you can attempt to reflect the spell back at the caster. As a reaction, make a contested roll against the caster, each rolling a d20 and adding your spell casting modifier. If you roll higher than the caster, you take no damage and the spell is reflected back at them as if you had cast it. Make an attack roll using your spell casting modifier if the spell calls for it. If the spell is an AoE spell, you negate the entire effect of the spell, and your companions take no damage.
If you roll a tie or lower than the caster, the spell takes its intended effect against you. If the spell requires a saving throw, you automatically fail.
Improved Spell Reflection
Beginning at 6th level, you can choose to use two additional sorcery points to gain advantage on your contested roll when attempting to reflect a spell.
Damage Resistance
Starting at level 14th, you gain resistance to one of the following types of damage: fire, lightning, thunder, or radiant.
Fire Resistance
You become resistant to fire damage.
Lightning Resistance
You become resistant to lightning damage.
Radiant Resistance
You become resistant to radiant damage.
Thunder Resistance
You become resistant to thunder damage.
Energetic Amplifier
When casting spells that deal fire, lightning, thunder, or radiant damage, you can spend sorcery points to do an additional damage. For each sorcery point spent, add 1d8 damage to your roll.
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