Sorcerer
Base Class: Sorcerer

The Ancient light is a powerful entity that grants it's closest followers great powers. Sorcerers of the light differ from clerics in that the light itself is not a deity and in fact not sentient at all, rather it is a sacred entity made of raw power, closely related to the magical weave that ties the world together and is believed to have been the source of creation itself, at least amongst its followers.

Power Manifestation

At 1st level,  your powers have manifested as a small ball of light similar to that in the dancing lights cantrip known as your Sentinel. This ball of light sheds bright light in a 10 foot radius and is permanent. By default, your sentinel will follow beside you but you can use a bonus action to move it up to 60 feet within a range of 120 feet. The sentinel can also manifest in any colour you choose but cannot change colour.

Flickering Distraction

 At first level, as a bonus action, you can have your sentinel flicker rapidly in front of an enemy within 60 feet. If the enemy is not blinded, any attacks made against it have advantage and they have disadvantage on perception checks. These effects last until the end of your next turn. You can only use this ability twice before needing a long rest. You regain all uses after a long rest.

Radiant Orb

At 6th level, your sentinel has grown in intensity, it now sheds light for 50 feet. Furthermore, as a bonus action you can spend 2 sorcery points to split your sentinel into 4 and command them to make four attacks against up to four enemies within 60 feet, burning them. The enemies must make a dexterity saving throw. On a failure, they take 2d6 radiant damage or half as much on a success.

Additionally, as a bonus action you can have your sentinel instantly light or snuff out a candle, a torch, or a small campfire with 60 feet. This costs no sorcery points.

Warming Presence

 At 14th level, your sentinel has manifested into the shape of a creature of medium size or lower. It still behaves the same, as an extension of yourself. They now shed light for 70 feet and dim light for an additional 20 feet. Its presence is warming to others around you. When you are within 30 feet of your sentinel, you have advantage on persuasion checks.

Furthermore, any willing creature within 30 feet of your sentinel can both understand you and be understood by you regardless of what language is used. Other limitations such as a creature being unable to naturally speak or one creature being deafened or mute still apply.

Guardian of the Light

At 18th level, your sentinel now manifests as a humanoid knight figure of medium size or smaller. Radiant orb now deals 5d6 radiant damage rather than 2d6.

In addition, you may use an action to expend 5 sorcery points in order to temporarily absorb the sentinel. While this effect lasts you give off as much light as your sentinel usually does as well as once per turn you may add 3d10 radiant damage whenever you do damage. Furthermore, once per turn, when you make a critical hit, you can choose to cause the light burning in your veins to burst in a 10 foot radius centred on you. Creatures within this range must make a dexterity saving throw. On a failure, take 5d10 radiant damage or half as much on a success.These effects last for 1 minute or until you dismiss it as a bonus action.

Previous Versions

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