Sorcerer
Base Class: Sorcerer

While casting spells, your eyes turn black and glow orange and red like a solar eclipse.

Solar Embodiment

You learn additional spells when you reach certain levels in the class, Solar Spells. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Solar Spells

Sorcerer Lvl, Dawn, Noon, Dusk

  • 1st, Shield, Burning Hands, Cure Wounds
  • 3rd, Blur, Aganazzar's Scorcher, Lesser Restoration
  • 5th, Haste, Fireball, Revivify
  • 7th, Fire Shield, Wall of fire,  Vampiric touch
  • 9th, Telekinesis, Flame Strike, Hold Monster

Whenever you finish a LR, you can choose what Solar Position manifests its power through your magic: Dawn, Noon, or  Dusk. While in the chosen position, you can cast one 1st-lvl spell of the associated position in the Solar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a LR.

 

Solar Flame

Starting at 1st lvl, you can call down a radiant flame of the sun on command. You learn the Sacred Flame spell, doesn't count against spells known. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5' of each other.

Solar Gifts

Starting @ 6th lvl, the current position of your Solar Embodiment can affect your Metamagic feature.

  • Dawn: Abjuration and Transmutation
  • Noon: Evocation and Transmutation
  • Dusk: Divination and necromancy

Whenever you use Metamagic on a spell of a school of magic associated with your current Solar Embodiment position, reduce points by 1. Resets after LR.

Setting and Rising

Starting at 14th lvl, the power of the sun position engulfs your being. While you are in a Solar Embodiment position, you also gain these benefits:

  • Dawn: You can use a BA to shed a beam of light in a 10' radius and dim light for an additional 10' or to put out a light. In addition, you and creatures of your choice have adv/ on Intelligence (investigation) and Wisdom (perception) checks while within the beam of light you shed.
  • Noon: You have adv/ on Dexterity (stealth) checks. In addition, while are are entirely in the dark, attack rolls have disadv/ against you.
  • Dusk: You have radiant and necrotic damage.

Solar Flare

At 18th lvl, as a BA, you can tap into a special power of your current Solar Embodiment position. Alternatively, as part of the BA you take to change your solar position using the Rising and Setting feature, you can immediately us the special power of the Solar position you are entering:

  • Dawn: You move magically 60 ft . You bring a friend if he/she is within 5'. You both gain resistance to dam until next turn.
  • Noon: You momentarily emanate dispare. Each creature of your choice within 30' of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 radiant damage and can't move until the end of its next turn. In addition, you become disappear until the end of your next turn, or until immediately after you make an attack or cast a spell.
  • Dusk: You radiate sunlight temporarily. Each target in 30 feet of you must make a Constitution saving throw against your spell save DC or be blinded until the end of it's next turn. In addition, one creature of your choice in that area regains 3d8 hit points.

Can't use until LR or use 5 Soc.P