Base Class: Sorcerer
As a sorcerer of Solstice, your soul carries both the brightest of lights and the darkest of nights. As a wielder of both, you act as a harmony between the two, bringing a new strength with their unity. Embracing the delicate dance between light and darkness, a Solstice Soul walks the path of equilibrium. Their abilities seamlessly blend the radiant purity of light with the enigmatic depth of shadows.
These wielders navigate the fine line, harnessing the strength derived from both realms to bring harmony to a world often divided by extremes. Whether wielding a sword aglow with twilight hues or invoking spells that straddle the boundary between brilliance and obscurity, the Solstice Soul embodies the essence of balance, a living testament to the unity found within the coalescence of light and darkness.
You, or someone from your lineage, has been blessed with the brilliance of radiancy and the deep darkness, imbuing you with the magic of balance. However you came to have your magic, your connection to the balance of light and darkness is obvious when you cast sorcerer spells.
Extended Spellcasting
|
Sorcerer Level |
Spells |
|
1st |
Word of Radiance, Cure Wounds, Guiding Bolt |
|
3rd |
Silence, Warding Bond |
|
5th |
Daylight, Hunger of Hadar |
|
7th |
Shadow of Moil, Aura of Purity |
|
9th |
Destructive Wave, Raise Dead |
Shadow Walking
Starting at 1st level, you learn to weave yourself into the shadows around you. For your movement action you can teleport up to 60 feet movement to an unoccupied space you can see that is in dim light or darkness.
Direct sunlight takes a toll on your shadow magic. You can not use the teleportation ability while in direct sunlight.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your sorcerer level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Mantle of Light
Starting at 6th level, you can unleash the divine light that shines within you. As a bonus action, you magically wreathe yourself in swirling radiance. For 1 minute, you gain the following benefits:
- You shed bright light in a 10-foot radius and dim light for an additional 20 feet.
- Whenever you roll radiant damage on your turn, you may add your Charisma modifier to one of the damage rolls.
- Whenever you cast a spell to restore hit points on another creature, you may add your Charisma modifier to the number rolled.
You can use this feature twice, and you gain the ability to use it again when you finish a long rest.
Angelic Guide
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
Wrath of Shadows
Starting at 18th level, the deep and dark wrath of the shadows within your soul allows you to resist death out of fury. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of dark energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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1/3/2024 10:40:54 AM
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Coming Soon
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