Sorcerer
Base Class: Sorcerer

The sun.... what makes it so awesome? So bright? Whatever it is, somehow, it resides in me. I can channel that power into my magic. 

- Velaris Thornbranch, the elf considered the first known Radiant Sun Sorcerer

Somehow, you are infused with the power of the sun. Whether you were born during the solar eclipse, when the moon blocked the sun's light and power, leaving you - a new life, a soul eager for energy - to shine in its place; or you came into contact with the remnants of a solar flare hitting your realm, somehow absorbing the power directly from the sun; or some other circumstances, you have been granted the same power, light, and heat of a star.

Solar Cells

The sun being as powerful as it is, it desires to always make its presence known. You have some physical trait that shows the power within. Choose from the Solar Traits table to decide how exactly the sun pushes its way out from the inside to mark you as a Radiant Sun Sorcerer.

d6 Trait
1 Your eyes burn a fiery red and orange, and flames flicker in the center.
2 Your skin is hot to the touch, but you do not notice it.
3 You feel most rested when you fall asleep at sunset, and you always wake up at sunrise.
4 When you breathe, small tongues of flame are expelled from your mouth, like a solar flare.
5 You constantly give off a dim glow of orange light, and a small amount of heat radiates from you at all times.
6 Much of your skin is a mix of orange and yellow, with dark spots here and there.

 

Radiant Spells

Starting at 1st level, you learn the Sacred Flame cantrip. It counts as a sorcerer cantrip for you, but it does not count against the number of sorcerer cantrips you know.

When you reach 9th level in this class, you learn the Dawn spell. It counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know. When you learn the spell as part of this subclass, you can cast it without material components.

Inner Radiance

Starting at 1st level, you gain resistance to radiant damage, and you have advantage on Constitution saving throws against being blinded. Additionally, when an enemy within 5 feet of you that you can see hits you with a melee attack, you can use your reaction to release a fraction of the energy of the sun within you. The enemy must make a Dexterity saving throw (DC equal to your spell save DC) or take 1d4 radiant damage. The damage die for this ability increases to a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and then a d12 at 17th level.

Sunshine

Starting at 6th level, you can use your bonus action to illuminate a room. You can use a bonus action to shine with the light of the sun, emitting bright light at a radius of 30 ft., and dim light for 30 ft. beyond that. The light lasts for an hour, or until you dismiss it as a bonus action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you complete a long rest.

Solar Burst

Starting at 14th level, you can channel more of the sun's power into your magic. When you make a ranged spell attack and hit, you can cause a burst of light to expand from the point of impact, spreading to a 10-ft. radius sphere (for multi-target spells, choose one target from which to center the light). All creatures within the sphere must make a Dexterity saving throw (DC equal to your spell save DC), taking 3d6 radiant damage on a failed save or half as much on a successful save. You can spend 2 sorcery points to expand the radius of the sphere by 10 feet. 

You can only use this feature once per turn. 

Supernova

Starting at 18th level, you unleash the true power within you. As an action on your turn, you can release the radiance of the sun that resides in you, shining bright like a star. Creatures of your choice within 15 feet of you when you transform must make a Constitution saving throw (DC equal to your spell save DC); anyone who fails the save takes 4d8 radiant damage and is blinded until they succeed on a Constitution saving throw at the end of each of their turns, and anyone who makes the save takes half as much damage and is not blinded. While in this form, you gain resistance to bludgeoning, piercing, and slashing damage, all melee attacks you make deal an additional 2d6 radiant damage, and the damage dealt by any spells that cause radiant damage is increased by 1 damage die. Your Inner Radiance ability also deals an extra die of damage, and the enemy does not make a saving throw. The transformation lasts for a minute, or until you revert your form as an action.

You can only use this feature once per long rest, unless you spend 7 sorcery points to use it again.

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