Base Class: Sorcerer
Emberlight Soul Sorcerers draw their power from connection, commitment, and the quiet joy of showing up for others. Their magic hums in late-night rehearsals, shared jokes in green rooms, and the steady reliability that makes every production actually work. These sorcerers thrive in busy lives and crowded casts, using their gifts to lift the people around them, smooth over rough edges, and turn chaos into harmony.
Level 3: Cue the Lights
You conjure the amber glow of the stage’s eye. As a bonus action, you summon your Cue Light centered at a point within 30 feet of you. The light radiates bright light in a 10 foot radius and can shine around corners and through solid obstacles thinner than one foot. When a creature is fully encased in your Cue Light, it feels the weight of being witnessed and has these effects:
- The creature blurts its truest surface emotion or thought aloud.
- Creatures lit by your Cue Light at the start of their turn are unable to use advantage on any d20 test they would have otherwise had advantage on.
- You can force that creature to make a Charisma saving throw. On a failed save, the creature suffers from the Blinded, Charmed, or Frightened condition (your choice) until the end of its next turn. If it is frightened, it treats the Cue Light as the source of its fear.
At the start of your subsequent turns, you can move your Cue Light up to 15 feet horizontally without changing direction.
You can use this ability once, and it replenishes on a Short or Long Rest.
Level 3: Emberlight Soul Spells
When you reach a Sorcerer level specified in the Emberlight Soul Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Disguise Self, Enhance Ability, Feather Fall, Silence |
| 5 | Hypnotic Pattern, Water Walk |
| 7 | Dimension Door, Guardian of Faith |
| 9 | Wall of Force, Dream |
Level 6: Autumn's Embrace
Your magic instinctively entwines with others.
Echo Casting: When a creature you can see within 30 feet casts a spell, you can subtly harmonize with it. You may spend 1 Sorcery Point to “echo” that spell — not as a duplicate, but as a supporting resonance. Choose one:
- Extend: If the spell affects an area, you can subtly reshape its space, altering its radius or line by up to 5 feet. The spell’s caster chooses whether to accept the modification.
- Echo: If the spell targets specific creatures, you may add one more valid target (within 30 feet of the original target).
- Muffle: If the spell causes sound or visible effect, you may dampen it, allowing it to occur unnoticed (as if cast under the effects of Subtle Spell)
Level 6: Harvest Moon
You always have the spell Phantasmal Force prepared.
Additionally, you can modify the spell to where you can cast it without a spell slot. When you modify the spell in this way, the spell manifests as a Phantom Performance - a small "vignette" that plays out in the target's mind. The spell doesn't require concentration, but the damage is limited to 1d8 and it cannot be upcasted nor affected by Metamagic.
Additionally, you can edit your phantom mid-turn by spending a sorcery point, changing what the illusion represents - turning fear to nostalgia, or haunting to beauty. When you do so, the target has disadvantage on its saving throw against the illusion until the end of its next turn.
You cannot target a creature inside of your Cue Light with Harvest Moon. You can only have one Phantasmal Force active at a time, and can use this feature a number of times equal to your proficiency bonus. This recharges every Long Rest.
Level 14: Showstopper
You can reach across the veil of memory, light, and imagination to conjure a spectral companion — a fragment of yourself, or the echo of someone who once inspired you.
The radius of Cue the Lights extends to 15 feet. Additionally, you can now to do the following things:
- If a creature you see suffers an adverse effect from Cue the Lights, you can use a reaction to cast a cantrip at them once per round.
- You and your allies gain no penalty from Difficult Terrain, and movement takes no cost while you or your allies are traveling inside it.
- Enemies treat the Cue Light as Difficult Terrain.
- When you move your Cue Light on your turn, you can now curve its direction freely.
While Cue the Lights is active, you can take a Magic Action to call forth a Spectral Friend in an unoccupied space within 30 feet of you. It appears as a flickering silhouette rendered in warm autumn tones, shaped as you choose (another version of yourself, a masked actor, a glowing ghost musician, etc.). It lasts for 1 minute, until you are incapacitated, or until you dismiss it (no concentration). It spawns with half your initiative.
The Friend is intangible but visible, sharing your performance and magic. It cannot attack or take damage, but it exerts real influence in two ways:
- Stage Fright: On its turn, you are also able to move your Cue Light in whatever direction you wish.
- Echo Action: On its turn, it can move up to 15 feet and cleanse you or an ally from an adverse condition within five feet of it.
You can summon a Spectral Friend once per long rest, or spend 3 sorcery points (no action) to use it again.
Level 18: The Final Hour
You're experienced with handling the harvest. You can now cast Phantasmal Force from Harvest Moon as a Bonus Action.
You curate the theater to your audience's tastes. Additionally, you gain effects based on the composition inside Cue the Lights when you finish its movement, either on your turn or on the turn of your Spectral Friend's:
- A Circle of Friends: If two or more allies are inside your Cue Light when it stops moving, you can use a reaction and choose to swap places with either of those allies.
- Friend and Foe: If at least one enemy and one ally are inside your Cue Light when it stops moving, you can use a reaction to forcibly blast each creature onto opposite sides of your Cue Light.
- A Thriller of Foes: If two or more enemies are inside of your Cue Light when it stops moving, you can use a Bonus Action to cast a spell of level 3 or lower without consuming a spell slot. This spell cannot require concentration, and must be aimed at them, or centered at a point in inside of your Cue Light.
Previous Versions
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