Sorcerer: Luminous Origin

by Lucifer1389

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Luminous soul by Lucifer | "Golden Seraph" by AJ Rich

Sorcerer:

Luminous Soul

Your innate magic comes from the radiant energy of the stars and lights of the cosmos. You may have wished upon a falling star and been filled with it's dying power, or been blessed by the Sun itself. Luminous souls can assert a control over light itself, manipulating shadows and lights to their whim. They may may be defined by special features, such as glowing eyes, a shimmering aura, or florescent skin.

Luminous Origin Spells

Starting at 1st level, you learn a spell when you reach certain levels in this class, as shown on the Luminous Origin table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. If the spell does not normally appear on the sorcerer spell list, it nonetheless counts as a sorcerer spell for you.

Luminous Origin Spells
Sorcerer Level Spells
1st chromatic orb, fairie fire
3rd continual flame, moon beam
5th blinding smite, daylight
7th aura of purity, sickening radiance
9th dawn, wall of light



Luminal rejuvenation

Starting at 1st level, While you are under direct sunlight or starlight, a halo of light floats above your head, giving you an AC of 13 + your dexterity modifier.

Star motes

At 1st level, you learn to conjure little motes of sunlight. You learn the light and dancing lights cantrips.

When you cast dancing lights, you can imbue the orbs with radiant energy. Any creature ending its turn within 5ft of the motes must succeed on a dexterity saving throw or take 1d6 radiant damage. The damage increases by 1d6 when you reach 5th, 11th and 17th level in this class.

You can use this feature a number of times equal to your charisma modifier, and regain expended uses when you finish a long rest.

Radiant Magic

Starting at 6th level, your connection to light becomes deeper and your control over it stronger.

When you cast a spell that deals damage, you can spend 1 sorcery point to change that damage type to radiant.

Blinding Light

Starting at 6th level, you can channel the blinding light of the stars through your spells. When you deal damage to a creature using a spell, you can spend 1 sorcery point to force that creature to make a constitution saving throw or be blinded until the end of its next turn.

Brilliant Wings

Beginning at 14th level, you can conjure wings made of light as a bonus action. The wings sheds daylight in a 5ft radius, bright light in a 20-foot radius and dim light for an additional 20 feet. You have a flying speed equal to your movement speed while the wings are conjured. You can dismiss the wings as a bonus action.

Luminous Form

At 18th level, you can transform into an avatar of light. As an action, you can sheathe yourself in light for 1 minute. Each creature of your choice within 60ft of you must make a constitution saving throw or be blinded until the end of your next turn.

For the duration, you shed daylight in a 60ft radius. Any creature of your choice starting its turn in the area takes 2d8 radiant damage.

You can use this feature once, and regain expended uses on a long rest.

 

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