Base Class: Sorcerer
Elder Unicorns and mighty Couatls have a rather fascinating and protective relationship with the goodly mortal beings of the world, and very rarely, one might be so enraptured with a mortal that a child can be born of this bond. These bloodlines often become some other form of divinely imbued personage, but rarely the gift for raw sorcerous power shines through as what the Couatls refer to as an "Iridescent Soul." These uncommon sorcerers channel their semi-divine birthright to utilize a literal spectrum of magical capabilities.
In Avalestra, these sorcerers are so rare as to be unheard of. The existence of such uncommon bloodlines is a closely-guarded secret, often even to the children born of these bloodlines. Only when the magical power manifests itself in some way do these peoples ever understand that there is anything unique about them at all, and even when they manifest their abilities, they may still yet need to seek out a member of their patron's true lineage to even begin to understand how their gifts function. Some of these sorcerers go their entire lives with no understanding of it at all, but still yet use their gifts to become capable adventurers.
Beam of Light
1st-level Iridescent Soul feature
At 1st level when you choose this origin, you gain the ability to create beams of dazzling light that can burn with arcane power, emanating from your eyes or hands. As an action, you may cause either glowing light or burning light to emanate. Glowing light causes you to glow bright light in a 10 foot radius and dim light for 10 feet beyond that and you also can put a diminutive circle of light on any object you can see, and move this object at will for as long as you choose to glow. Alternately, you can create Burning Light, you fire a beam of light at a target within 50 feet with a ranged spell attack roll, and on a hit you deal 1d6 + your Charisma modifier radiant damage. When you deal damage with your Beam of Light, you may expend a spell slot of 1st level or higher, and if you do you deal an additional 1d6 radiant damage for each level of the spell slot spent.
Luminous Nature
1st level Iridescent Soul feature
At 1st level when you choose this sorcerous origin, you become aware of your luminous nature, and your spiritual energy tends to manifest as light very easily. You learn the Dancing Lights and Light cantrips, and your choice of the Chromatic Orb or Color Spray spells. Additionally, as an ability ingrained in your very nature, you learn to perceive the nature of celestial or diabolical entities. You can cast Detect Evil and Good without expending a spell slot a number of times equal to your proficiency bonus before you must finish a long rest to cast it again.
Prismatic Power
6th level Iridescent Soul feature
Your soul now flows with rainbow shimmering light, and you can manifest this inner light for a short time. You gain the ability to enter a form in which you exude prismatic light. As an action you can enter this form, and you begin to emit bright light in a 20 foot radius and dim light for 20 feet beyond that, you can cast Chromatic Orb or Color Spray as an action without spending a spell slot, and you gain resistance to radiant and necrotic damage. While you are in this form, if you expend spell levels to deal additional damage for your Beam of Light feature, each spell level expended adds 2d6 radiant damage, instead. This form lasts for a number of minutes equal to your Charisma modifier and can be used once before you must finish a long rest or pay 4 Sorcery Points to regain a use of this feature.
Light Forming
14th level Iridescent Soul feature
You begin to gain the ability to make light-forms into a more palpable force, creating rudimentary shapes that influence the physical world like solid objects, even if their true composition is only light energy. As a bonus action, you can create a Light Screen, targeting you or a creature of your choice within 30 feet of you. A creature affected by your Light Screen gains a +2 magic bonus to their Armor Class and cannot be blinded. The Light Screen lasts for a number of rounds equal to your proficiency bonus, and you may use this feature once before you must finish a long rest or pay 2 Sorcery Points to regain a use of this feature. You can also form a Prismatic Lens, which appears as a medium-sized glowing, circular concave lens shape in a space within 40 feet of you. While the Prismatic Lens is active, you may cast Chromatic Orb, Color Spray, Daylight, Hypnotic Pattern, Wall of Light, Sunbeam, Prismatic Spray, or Sunburst as if the Prismatic Lens' space was your location when you cast those spells, and if you cast any of these spells cast from the Lens, you may choose to reroll any damage dice that roll 1's or 2's once, or alternately you may choose to improve the spell save DC of the spell by 1d3 as you cast it. You may use this feature once before you must finish a long rest or pay 3 Sorcery Points to regain a use of this feature.
Additionally, when you use your Beam of Light feature, your glowing light emanates for bright light within a 20 foot radius, and dim light for 20 feet beyond that, and also your burning light causes two damaging beams simultaneously. The second beam can target the same or a different creature within 50 feet and if you expend spell slots to increase the damage of your Beam of Light, both beams deal increased damage.
Illuminated One
18th level Iridescent Soul feature
You become a master of prismatic powers, and you gain many extraordinary capabilities. Firstly, when you assume the form granted by your Prismatic Power feature, you become partially incorporeal light, which enables you to now squeeze through any opening no smaller than 1 inch by 1 inch without using extra speed, and you gain resistance to bludgeoning, piercing, and slashing damage for the form's duration.
Secondly, when you are emitting light using any spell or feature, you can create blinding flashes or intensify burning radiance. If a creature within the light you emit would be hit with a melee attack, you may use your reaction to force the attacker to make a Dexterity save at your spell save DC, and if they fail, they must reroll that attack roll as if it had disadvantage and are blinded until the end of your next turn. Also, if a creature is standing in an area of light that you have created with a spell or feature, you may add 1d8 radiant damage to the damage of all spells you cast at that target.
Lastly, you add the Prismatic Wall spell to the Sorcerer Spell List.
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Posted Oct 28, 2022Author's Note:
The "Beam of Light" feature reads: "Glowing light causes you to glow bright light in a 10 foot radius and dim light for 10 feet beyond that and you also can put a diminutive circle of light on any object you can see, and move this object at will for as long as you choose to glow." This is a typo. The text is intended as "Glowing light causes you to glow bright light in a 10 foot radius and dim light for 10 feet beyond that and you also can put a diminutive circle of light on any object you can see, and move this circle at will for as long as you choose to glow." The effect is intended to mimic a laser pointer, not allow telekinesis.