Sorcerer
Base Class: Sorcerer

True Illumination

Your connection to the Plane of Radiance grants you control not just over light, but also an ability to channel the adjacent elements of fire and positive energy. When you learn or replace spells from your Spellcasting feature, you can choose to learn those spells from the cleric spellcasting list. The spells cannot be of the enchantment school, or necromancy school if they channel negative energy. Once you learn a cleric spell, it counts as a sorcerer spell for you.

Note: You can also choose from any spells with the Light subtype.

Additionally, when you learn a spell that deals fire or thunder damage, you can instead choose to learn a variation of that spell that deals radiant damage instead.

LIghtbringer

Additionally, you mark your foes for your lights' wrath. Whenever you deal fire or radiant damage to a creature, you may make them Illuminated for the next minute. While a creature is Illuminated, they shed bright light around them for 5-feet, and then dim light for another 5-feet. They cannot use any invisibility ability nor hide while illuminated.

If the target(s) are still illuminated when you hit them with your next spell. The illumination will be consumed and deal 1d6 radiant damage to them. 

Perseverance of the Light

Beginning at 6th level, your spark brightens ever more. Whenever you deal fire or radiant damage to a creature that is currently Illuminated, you may immediately consume the mark to trigger Light Implosion. The mark will still get Illuminated afterwards.

Bending the Light

You can cast Pass without Trace without consuming a spell slot once per long rest.

 If you have not learn this spell. You will automatically learn this and it will not count against your Sorcerer spells known.

Finales Funkeln

At 14th level, your light has begun to overflow and reach immeasurable new heights. As an action and by expending 4 sorcery points, you cast Sunbeam. When cast this way, the spell does not require concentration, and it deals additional damage equal to your Charisma modifier.

If you do not already know the Sunbeam spell. You learn it, it does not count against your Sorcerer spells known.

Light-Fueled Soul

 

Starting at level 18, you can shrug off your sleeplike state to achieve your full power.

Additionally, as an action, you can expend 6 sorcery points. Each creature of your choice in 60 ft must make an intelligence saving throw, or take 5d10 radiant damage, or half as much on a success. For the next minute, or until you are incapacitated or die, you have advantage on all saving throws, and all saving throws against your spells have disadvantage.

Any hostile creature that starts its turn within 30 ft of you take radiant damage equal to your charisma modifier.

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