Sorcerous Origin: Dazzling Soul

by CyanNebula

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Dazzling Soul

These sorcerers have been altered in some way by the effects of the world rending cannons of New Light, the cataclysmic event that irreversibly changed the planes of existence. Whether you found ancient texts from the Giant Wars, found ruins or runes on Mount Crodfar, or you were there when the cannons went off all those centuries ago, you were given powers to nullify magic and protect yourself and others with the light.

People who are Dazzling Soul sorcerers are often historians, explorers, and people who are overwhelmingly curious, sticking their hands where they don't belong. Often, people affected by the New Light will have certain distortions in their body, such as certain parts of their skin being completely monochrome, having mismatched eyes, and the overall affect of sparkling in light.

Dazzling Magic

You learn additional spells when you reach certain levels in this class, as shown on the Dazzling Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.

Dazzling Spells
Sorcerer Level Spells
1st faerie fire, guiding bolt
3rd moonbeam, silence
5th counterspell, dispel magic
7th guardian of faith, Otiluke's resilient sphere
9th circle of power, wall of light

Weave Disruptor

At 1st level, you have been irreversibly changed by the New Light, which allows you to stop magic in its tracks. When you see a creature within 30 feet of you casting a spell, you can use a reaction to expend a spell slot of equal or greater level to the level of the spell being casted and make a Charisma check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. You can do this a number of times equal to half your sorcerer (rounded up). You regain all expended uses of this feature after you finish a long rest.

Apocalyptic Radiance

At 6th level, you have become accustomed to the flashy magic of the New Light. You are resistant to radiant and force damage.

Arcane Suppressant

Also at 6th level, you can point at a a magical item that you can see within 30 feet of you as an action, expending 3 sorcery points. That item's magical abilities cannot be used for a number of round equal to half of your sorcerer level rounded up.

Blinding Flash

At 14th level, you cause a flash of light to explode out around you. As an action, you can cause all hostile creatures within 30 feet of you who can see you to make a Constitution saving throw against your spell save DC. On a failure, a creature takes 3d8 plus your Charisma modifier radiant damage and is blinded for 1 minute, or half as much damage and the creature is not blinded on a successful save. A creature blinded by this feature makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Once you use this action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Arcane Desolation

At 18th level, you are able to summon stabilized spheres of magic nullification, which glitter in the light. You learn the antimagic field spell, and can add it to your spell list. You can cast it once without using a spell slot. You can expend sorcery points to increase the radius spell, with each sorcery point increasing the radius by 5 feet. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

 

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