Base Class: Sorcerer
Solar bloodline sorcerers are descended from solar angels. Their innate magic flows through their blood and burns with radiance and light. They have a powerful aptitude for combat much like their ancestors and are well equipped to end all manner of evil.
Solar Magic: You learn additional spells when you reach certain levels in this class, as shown on the Solar Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. You may start with a religious symbol instead of an arcane focus and use it as an arcane focus for all of your sorcerer spells.
Solar Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | searing smite, burning hands |
| 3rd | continual flame, prayer of healing |
| 5th | spirit guardians, aura of vitality |
| 7th | banishment, staggering smite |
| 9th | holy weapon, flame strike |
Divine Body
Starting at 1st level, you have proficiency in martial weapons, shields, and all armor as long as you took your first level in sorcerer. When in the dark you naturally emit bright light for 30 feet and dim light for an additional 30 feet unless you choose to suppress it. You may have your melee attacks and melee spell attacks deal radiant or fire damage instead of their normal damage types.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Solar Wings
Starting at 14th level, you can use a bonus action to manifest angelic wings of fire and light from your back. While the wings are present, you have a flying speed of 30 feet. Also when a creature within 10 feet of you misses you with an attack, you may use your reaction to deal radiant or fire damage to the attacker equal to your proficiency bonus added to your charisma modifier. You may not use this ability while you are flying. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
Divine Wrath
Starting at 18th level, you may spend up to 10 sorcery points as an action to cause an explosion of divine light centered on yourself. The radius of the explosion is 5 feet for every sorcery point spent. All other creatures within the explosion must make a dexterity save. They take 1d4 fire damage and 1d4 radiant damage per sorcery point spent on a failed save and half as much on a successful one. Any enemies that fail the save are blinded and turned for 1 minute.
Previous Versions
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6/20/2020 10:39:38 PM
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