Sorcerer
Base Class: Sorcerer

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Perhaps your ancestor was an angel, your birth might align with a prophecy, or you have a powerful familial connection to a divine being. Alternatively, you were simply granted divine power by a deity for which you don't directly qualify to a be cleric, but they still choose to mark you as one of their chosen ones.

More specifically, the source of your divine magic, is a god of light, deites who promote the ideals of rebirth and renewal, truth, vigilance and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Sorcerers sparked by a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

Light Divine Magic

Starting at 1st level, your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Additionally, you learn additional spells when you reach certain levels in this class, as shown on the Divine Light 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.

Divine Light Spells
Sorcerer Level Spells
1st light, produce flame, guiding bolt
3rd scorching ray
5th fireball
7th wall of fire
9th flame strike

Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Mantle of Light

Also starting at 1st level, you can unleash the divine light that blazes within you. As a bonus action, you magically wreathe yourself in swirling radiance. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Whenever a creature ends its turn within 5 feet of you, or a creature makes a melee attack against you, you may have them take radiant damage equal to your Charisma modifier.
  • Whenever you roll fire or radiant damage on your turn, you may add your Charisma modifier to one of the damage rolls.
  • Whenever you roll to restore hit points on another creature, you may add your Charisma modifier to the number rolled.

You can use this feature once, and you gain the ability to use it again when you finish a short or long rest. Beginning at 6th level, you can use this feature twice between rests, and beginning at 18th level, you can use it three times between rests.

Radiant Flare

Starting at 6th level, you can interpose divine light between you or your allies, and an attacking enemy. When you or a creature you can see within 30 feet of you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your proficiency bonus, and gain all expended uses when you finish a long rest. If you are out of uses of this feature, you may expend two sorcery points to use it again.

Improved Mantle

At 14th level, your Mantle of Light becomes more powerful. Upon activation, any magical darkness within 30 feet of you is dispelled, and while it is active, when you expend a spell slot to cast a spell that includes a fire or radiant damage roll, or that restores hit points to a creature other than you; you regain hit points equal to the slot’s level + your proficiency bonus. If you are at your hit point maximum, you may gain temporary hit points instead. 

Additionally, while your Mantle of Light is active, spells that deal fire damage treat immunity to fire damage as resistance instead.

Crown of Light

Beginning at 18th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

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