Sorcerer
Base Class: Sorcerer

Your magic comes not from bloodlines or bargains, but from the brilliance within your own spirit. You are a Luminous Soul — a being who shapes light and force through will alone. Your power takes form as radiant weapons, barriers of glowing intent, and dazzling constructs that respond to your clarity of purpose. Whether awakened by a cosmic anomaly, divine contact, or sheer self-realization, your soul is a source of magic brighter than any star.

Level 3: Manifest Will

You can manifest glowing weapons or tools formed of pure force.

  • As a bonus action, you can spend 1 sorcery point to create a force weapon in your hand. Choose melee or ranged:

    • Melee: 1d8 force damage, uses Charisma for attack and damage rolls

    • Ranged: 1d6 force damage, range 60 feet, uses Charisma

  • The construct lasts 1 minute or until you dismiss it or are incapacitated.

  • You can only have one construct at a time, and you are proficient with it.

The weapon visually appears however you choose — a blade, disc, whip, etc.

Level 3: Spark of Will

When your will ignites, so does your power.

  • Once per long rest, when you spend a sorcery point to create a construct with your Manifest Will feature, you may choose to gain temporary hit points equal to your Charisma modifier and emit dim light in a 10-foot radius for 1 minute.

Level 6: Willbound Shield

You can conjure a protective force barrier using your will.

  • When you or a creature within 30 feet takes damage, use your reaction and spend 1 sorcery point to reduce the damage by your Charisma modifier + half your sorcerer level (rounded up).

  • You can use this reaction a number of times equal to your proficiency bonus per long rest.

Level 14: Construct Versatility

You gain expanded control over your Manifest Will feature:

  • When creating your construct, you may apply one of the following enhancements:

    • Hooked Chain: Gain reach; on hit, you can pull the creature 10 feet (Str save vs spell DC)

    • Whirling Disks: Hit up to two creatures within 10 feet of each other with one ranged attack

    • Two-Handed Spear: Deal 2d6 damage and gain +2 to hit against larger creatures

  • Once per turn, you may spend 1 sorcery point to make a bonus action attack with the construct.

Level 18: Beacon of Will

You unleash a radiant surge of focused energy.

  • As an action, choose up to three creatures within 60 feet:

    • Allies gain temporary hit points equal to 5 + your Charisma modifier

    • Enemies must make a Dexterity save (DC = spell save DC) or take 4d10 force damage and be blinded until the end of their next turn

  • Once per long rest, or spend 6 sorcery points to use it again.

Luminous Soul Image

Comments

Posts Quoted:
Reply
Clear All Quotes