Sorcerer
Base Class: Sorcerer

The power of divine Light has been depicted in various different ways - celestial beings, descending from the skies or holy warriors who have been imbued with its power by the Gods. In truth, the Light is a cosmic force that flows throughout the multiverse. Sometimes, children are born with a special attunement to its essence, for reasons yet unknown. Whether by chance or choice made by divine will, these characters grow capable of wielding and bending the Light. Gifted with sorcery, they employ these powers in order to purge their foes and illuminate the truth behind their attempts for deceit.

DISCLAIMER: This subclass was not created by me. This is part of the Eren Chronicles called Journey of the Godslayer on DMSGuild. Please support the creators

Lightborn

Starting at 1st level, you learn the Light cantrip. Furthermore, when you reach level 5, you learn the Daylight spell and can cast it without expending a spell slot for as many times as your Charisma modifier (minimum 1) before completing a long rest. Moreover, you become proficient with shortswords and scimitars.

 

Luminomancy

Additionally, at level 1, when you cast Light on a weapon you are wielding, you may add your proficiency bonus to your damage rolls. Whenever you make an attack roll with this weapon, you can use your Charisma modifier instead of Strength or Dexterity, for the attack and damage rolls. Upon reaching level 5 and you have cast the Light spell on your hands, whenever you deal damage with a spell, you also add your Charisma modifier to the damage roll

 
 

Radiant Technique

At level 6, whenever you cast a spell as an action, you can make a melee weapon attack as a bonus action. Furthermore, once per short rest and as an action, you can cause an area illuminated by light produced by you to gain the effects of the Zone of Truth spell.

 

Flash Step

At level 14, whenever a creature hits you with a melee weapon attack, you can use your reaction to burst in sunlight. All creatures within 10 feet of you that can see you must succeed on a Constitution saving throw or be pushed up to 10 feet back and be blinded until the start of their next turn. Creatures that have sunlight sensitivity make the saving throw with disadvantage. In addition, as part of the same reaction, you can teleport to an unoccupied space that you can see within a 30-foot distance. You can use this feature a number of times equal to your Charisma modifier, before completing a long rest.

 

Searing Brilliance

At level 18, whenever you hit with a weapon affected by the Light spell or deal damage with a spell, you can choose to deal radiant damage instead of normal damage. You ignore resistances to radiant damage and if a creature is immune to radiant damage, you still deal half radiant damage (rounded down). In addition, as a bonus action, you can spend a number of Sorcery points to cause an equal number of creatures of your choice that start their turn within an area illuminated by light produced by you to take radiant damage equal to double your Charisma modifier, for the duration of one minute

 
 

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