Sorcerer
Base Class: Sorcerer

You have been touched by the power of the sun, granting you various features.

Child of the Sun

From 1st level you embody part of one aspect of the sun - either the boiling heat of fire, or the shining light of radiance. This choice is used by other features you gain from this class.

Fire Aspect

You learn the produce flame and light cantrips, and your affinity is with fire damage. Additionally, your Nova ability deals fire damage.

Radiance Aspect

You learn the sacred flame and light cantrips, and your affinity is with radiant damage. Additionally, your Nova ability deals radiant damage.

Nova

Also beginning at first level, you now contain a tempestuous energy which is ready to escape. When you are reduced to 0 hp, this energy explodes from you affecting all creatures within 10 feet of you. Affected creatures must make a dexterity saving throw, taking damage equal to twice your sorcerer level on a failed save, and half damage on a successful save. The damage type depends on the aspect you selected.

Once this explosion happens it cannot happen again until you finish a short or long rest.

Solar Aspect

At 6th level the power of the sun flows more easily through you. You learn the daylight spell and gain resistance to the damage type of your aspect.
Also, once per turn, when you cast a spell that deals damage of the type associated with your aspect, you can add your Charisma modifier to one damage roll of that spell against one of its targets.

Fire Resistance

Your bond with the fire aspect of the Sun grants you resistance to fire damage.

Radiant Resistance

Your bond with the radiant aspect of the Sun grants you resistance to radiant damage.

Sun's Light

At 14th level you learn the flame strike spell. This counts as a sorcerer spell for you and doesn't count against the number of spells you know.

Additionally, as an action, you can spend 5 sorcery points and for 1 minute you shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can end the aura early by using an action. Whilst the aura persists you gain the following abilities:

  • You can use a bonus action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 5 feet each.
  • As a reaction to a creature within your aura touching you, or hitting you with a melee attack, you can cause your aura to flare, potentially blinding the creature. It must pass a constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its subsequent turns, ending the blinded condition on a success.

Avatar of the Sun

From 18th level, whilst your aura is in effect you can cause any creature that touches you or hits you with a melee attack to take damage equal to twice your Charisma modifier. The damage type is the same type as the one for your aspect.

Additionally, whilst within sunlight and below half health, you will automatically heal some of your wounds. As long as you have at least 1 non-temporary hitpoint, you regain 1 hit point at the start of each of your turns (10 hit points each minute).

Fire Aura Damage

From 18th level, whilst your aura is in effect you can cause any creature that touches you or hits you with a melee attack to take fire damage equal to twice your charisma modifier.

Radiant Aura Damage

From 18th level, whilst your aura is in effect you can cause any creature that touches you or hits you with a melee attack to take fire damage equal to twice your charisma modifier.

Previous Versions

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10/23/2019 11:40:28 AM
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