Base Class: Sorcerer
On the streets of Vydal City, people are constantly soaked in Neon light. For you, that’s probably literal. The Neon energy that powers the city pulses through you, for better or for worse, and who ever heard of a neon sign that didn’t want to be illuminated? A Neon Body Sorcerer has a wellspring of fluorescents inside of them just waiting to come out. When selecting the Neon Body Sorcerous Origin, identify how this energy became present inside of you. Were you a Lazervein that took things too far? Perhaps a Neon Tube burst and drowned you in concentrated Neonoxite? Maybe you grew up in the Dead Zone and your body reacted to Neon in a strange way when you entered the city proper for the first time?
Neon Spells
At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Neon Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or illusion spell from the sorcerer, warlock, or wizard spell list.
Neon Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | color spray, faerie fire |
| 3rd | flaming sphere, mirror image |
| 5th | hypnotic pattern, major image |
| 7th | hallucinatory terrain, polymorph |
| 9th | dream, seeming |
When you cast a Neon spell that has Verbal or Somatic components, you may ignore them and instead cause your body to emit bright light out to a range of 5 feet and dim light for an additional 5 feet as you cast it.
In addition, consult the Emissions of Lights table and choose or randomly determine a way your inner lights appear while you are casting any of your sorcerer spells.
Emissions of Light
| d6 | Emission |
|---|---|
| 1 | Dull rainbow lights pulse in your chest as your heart beats. |
| 2 | Vibrant colors race through your veins. |
| 3 | Beacons of light emit from eyes, nose, ears and mouth. |
| 4 | Nearby sources of light flicker with different, unnatural colors. |
| 5 | Your eyes become swirling prismatic miasma. |
| 6 | Your hair begins to glow a random color of the rainbow. |
Incandescent
Your lights want nothing more than to shine. At 1st level, you learn the dancing lights cantrip. It does not count against the number of cantrips you know. Furthermore, it does not require concentration and lasts until you dismiss it. You can have a number of this cantrip active at the same time equal to your proficiency bonus.
Additionally, whenever you hit an enemy with a spell attack, or an enemy fails on a saving throw caused by one of your spells, they begin to glow with neon radiance until the end of their next turn. If that creature gets hit with an attack while they are glowing, they take an additional 1d6 radiant damage and cease glowing.
At 14th level, this damage increases to 2d6.
Light in the Dark
Starting at 6th level, you gain darkvision out to a range of 60 feet If you already have darkvision, its range increases by 60 feet. Additionally, you can spend 1 sorcery point as a bonus action to cause yourself to emit bright light that extends out from you in a 15 foot radius and dim light for an additional 15 feet for 1 minute. Magical darkness within the bright light loses its effect (although the magical darkness itself is not dispelled), and magical darkness within the dim light becomes dimly lit. When an ally enters an area of bright light created by this feature for the first time on its turn, they gain a number of temporary hit points equal to your Charisma modifier + your proficiency bonus (minimum of 1).
After 1 minute, or as a bonus action while the light exists, you can cause it to pulse out from you, illuminating everything within a 60 foot radius sphere. That area remains in bright light and magical darkness in the area loses its effect until the end of your next turn. You can spend 2 sorcery points when this happens to cause any magical darkness in the area to be dispelled. In either case, the effect then ends.
Never Fade
At 14th level, your spells gain staying power, even after they have ended. Whenever you lose concentration on a spell from taking damage, the spell effect does not end immediately. It instead ends at the end of your next turn. Until that time, you can control the spell as if you were still concentrating on it.
Absolute Resplendence
Beginning at 18th level, you can let the lights inside you dance free. You learn the prismatic spray spell if you do not already know it. It counts as a sorcerer spell for you and does not count against the number of spells you know. You can also cast it once without using a spell slot. If you cast it this way, it's range is replaced with a 40 ft. radius sphere centered on you. You and any creatures you choose in this area are immune to the effects of the spell. When you cast it this way, you must complete a long rest before doing so again, or spend 8 sorcery points.
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