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. 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 spells when you reach certain levels in this class, as shown on the Luminous Origin table. The spells count as sorcerer spells for you, but it doesn’t count against the number of sorcerer spells you know.
Luminous Origin Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | chromatic orb |
| 3rd | moon beam |
| 5th | daylight |
| 7th | sickening radiance |
| 9th | dawn |
| 11th | sunbeam |
Basking Light
Starting at 1st level, you know the Light and Dancing Lights cantrips and can cast them as a bonus action on your turn. In addition, you can cast the Light cantrip on yourself with an infinite duration.
Light and Shadow
At 1st level, you have some skill in manipulating light and shadows. As an action, you may warp bright light within 10 feet of you to become dim light, and dim light into darkness. This effect lasts for 1 minute or until you dismiss it as an action.
You also gain Darkvision up to 60 feet, can see color in darkness, and can see through magical darkness using this feature. If you already have Darkvision from your race, its range increases by 30 feet.
Blinding Sorcery
Starting at 6th level, your connection to light becomes deeper and your control over it stronger. You can spend 1 sorcery point to manipulate damaging spells to deal radiant damage instead of their original damage type. You may also spend 2 sorcery points to infuse damaging spells with blinding light, causing the creature you target to make a Constitution saving throw against your spell save DC. Upon a failure, they are blinded until the end of their next turn. Spells that can affect multiple targets must spend 1 extra sorcery point per target beyond the first.
Form of Sol
Beginning at 14th level, you may undergo a transformation as a bonus action, changing your physical form into light itself for 10 minutes. You may change your shape at will and may pass through creature's spaces, but not end in them. In this form you gain double your movement speed and produce a bright daylight in a 60-foot radius and dim light for an additional 30 feet. You may spend up to 5 sorcery points to gain bonus effects, with higher spending also giving the cheaper benefits.
| Points | Benefits |
|---|---|
| 1 | You can pass through gaps as thin as 1 mm. |
| 2 | You gain resistance to radiant damage. |
| 3 | You gain flight speed equal to your movement speed. |
| 4 | Spells cast in this form deal an extra 1d8 radiant damage. |
| 5 | Extend the duration to 1 hour. |
Star of Brilliance
At 18th level, you can call upon and summon the power of stars. As an action, you may manifest a miniature star that is Medium size anywhere within 30 feet of you for 1 minute. This star emits bright sunlight in a 120-foot radius and dim light for another 120 feet. Hostile creatures that end their turn in the bright sunlight must make a Constitution saving throw against your spell DC. On a failure they take 3d6 radiant damage, or half as much on a success. Total cover provides complete protection from this damage. As a bonus action on your turn, you may move this star up to 30 feet to a location you can see. While within this light, you may fully empower your Form of Sol without spending sorcery points. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.

