Base Class: Sorcerer
Some assume that to be blessed with a luminous heart one must have a connection to the divine, but this is rarely true. In most cases, your power appears not as divinity, but as purification, gathering the chaotic energies of the multiverse and expressing them in their simplest, most radiant form. Light itself bends to your will, making you a beacon to those around you, and sorcerers blessed with this power often feel an innate desire to seek out and banish darkness wherever it is found.
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Luminous Magic
You learn additional spells when you reach certain levels in this class, as shown on the Luminous 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.
Luminous Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | faerie fire, guiding bolt |
| 3rd | continual flame, moonbeam |
| 5th | daylight, spirit guardians (radiant damage only) |
| 7th | guardian of faith, locate creature |
| 9th | flame strike, scrying |
Dazzling and Dangerous
Starting at 1st level, even your simplest magic is dangerously bright. You learn the dancing lights cantrip, which doesn’t count against the number of sorcerer cantrips you know. When you cast this spell, the lights shed bright light in a 10 foot radius, and dim light for an additional 10 feet. The lights do not need to stay within 20 feet of another light created by this spell.
In addition, while you are concentrating on this spell, you can use a bonus action to hurl a light toward one creature or object within 60 feet of the light. Make a ranged spell attack: on a hit, the light deals 1d4 + your Charisma modifier in radiant damage. Whether you hit or miss, the light winks out. The spell ends early if you expend the last light.
When you reach 5th level in this class, you can hurl two lights with the same bonus action, making a separate attack roll for each. These attacks can be aimed at the same target or different ones. At 11th level you can hurl three lights, and at 17th you can hurl four.
Radiant Adept
By 6th level, you shine brighter than ever before. You gain resistance to radiant damage, and when you roll damage for a sorcerer spell you cast that deals radiant damage, you can treat any 1 on a damage die as a 2.
Purified Chaos
Also at 6th level, the power of your light can purify the chaotic energies of the world. You gain a new metamagic option unique to your origin.
Luminous Spell
When you cast a spell that deals fire or lightning damage, you can spend 1 sorcery point to change that damage type to radiant.
Sorcerous Amplification
At 14th level, you discover a secret method of amplifying both your magic and that of your allies. Whenever you use a bonus action to transform sorcery points into a spell slot using your Font of Magic feature, you can touch a willing creature within 5 feet. If that creature is capable of casting spells using spell slots, you can cause them to regain the spell slot instead of you.
In the same way, when you use a bonus action to convert a spell slot into sorcery points, you can touch a willing creature within 5 feet. If that creature is capable of casting spells and has an unused spell slot, you can expend their spell slot instead of yours to regain sorcery points.
Corona of Protection
By 18th level, your radiance outshines all. You have immunity to radiant damage, and spells you cast ignore resistance to radiant damage.
You also gain a new benefit to your dancing lights cantrip. Creatures of your choice within the bright light shed by your lights have resistance to necrotic damage. In addition, aberrations, fiends, and undead have disadvantage on attacks made against the chosen creatures, and those creatures can’t be charmed, frightened, or possessed by them. If a creature is already charmed, frightened, or possessed by one of them, the target has advantage on any new saving throw against the relevant effect.
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