Solarmancy
For those who are not embedded into the capital city of Kiyosima and have an understanding of Solarmancy and its impact, Solarmancy at its core allows a user to wield radiant and divine-like powers without the need of a divine entity. Through the focus of a Sunstone, Solarmancy allows for arcane scholars and wizards to craft divine spells in an arcane fashion. All Solarmancy must be casted through a Sunstone, as it acts as a conduit to divine energy when the individual does not have a divine connection.
How to Learn Solarmancy
Solarmancy, and Solarmancy spells, are inherently more powerful spells than most. Due to their innate ability of becoming empowered in Direct Sunlight and the requirement of a Sunstone, Solarmancy spells are made with the intention that they have the possibility of becoming more powerful than traditional spells given to characters. Because of this, Solarmancy spells have two caveats. One, they cannot be chosen normally and can only be taught from other Solarmancers, or found via scroll or spellbook. Although it is possible for a divine entity to bless a divine caster with the knowledge of one such solarmancy spell, the traditional way to learn these Solarmantic spells would be through a Solarmancy NPC or scroll/spellbook. Two, Solarmancy spells do not function unless they are casted with a Sunstone as their spellcasting focus.
If a character wants to learn a Solarmancy spell from an NPC, the character must take the downtime activity ‘Training’ as mentioned in Xanathar’s Guide to Everything Downtime Revisited, spending 75gp per week as opposed to 25. The character must have a friendly contact or favor with someone who knows a Solarmancy spell of at least 3rd level. At the end of the Training, the character may then add one Solarmancy spell that the contact knows to their list of Spells Known, provided it is of spell level that the character can cast.
Furthermore, if a character wishes to learn a Solarmancy spell of 5th level or higher, the time spent in training is doubled, and the price per keep in costs of arcane supplies is 200gp per week.
What Classes can Learn Solarmancy?
Due to their dual arcane and divine nature; artificers, bards, clerics, paladins, sorcerers, and wizards traditionally have access to Solarmancy spells. The DM can always change this based on the setting of the campaign, or have other reasons as to why a Druid may have access to certain Solarmancy spells and so on. Again, these spells are intentionally more powerful than traditional spells and are meant to be given to characters as a reward, akin to magical items.
Sunlight vs Direct Sunlight
In this guide, you will see mention that many spells function differently when in Direct Sunlight. For the purposes of this document, Direct Sunlight references Sunlight that is emitted from the Sun, or a similar Solar Body. Note that the spell Daylight as well as light emitted from magic items or Solarmancy spells are not Direct Sunlight, and therefore do not empower Solarmancy spells.




Sunstones
Sunstones are liquidated sunshine, refined through celestial blood and radiant magic, entrapping the power of the sun within amber. Sunstones can vary in size and rarity, and some of rarest sunstones require Hollyphant Fur and careful precision and cutting so it is of an immaculate quality. A Sunstone can be used as a Spellcasting Focus or a Holy Symbol, but to cast Solarmancy spells, a Sunstone is required.
If you are using Solarmancy in Faenera, many important buildings in Kiyosima utilize Sundisks to keep buildings magical and protected, and to access such important buildings, an Uncommon Sunstone is required to activate these Sundisks.




Sundisk
Wondrous Item, Common. 50gp
This 4 foot diameter gilded disk has a thin layer of glass surrounding it that has elements of radiant-charged amber within. The Sundisk itself does not have many uses on its own, however it can easily be connected to other enchantments and spells, such as Glyph of Warding, over the course of 1 hour. Once a Sundisk is connected in this way, whenever concentrated sunlight comes into contact with the Sundisk, usually through Sunstones producing thin beams of sunlight, the Sundisk activates and flips, causing whatever enchantment it is connected to to activate. This is usually combined with abjuration-based magics that will ward an area until the Sundisk is activated.
Common Sunstone
Wondrous Item, Common. 50gp
This amber, vaguely translucent stone is about the diameter of a coin and glows from the inside while sunlight is shining upon it. A Common Sunstone has the following effects;
- This Sunstone can be used as a Spellcasting focus or a Holy symbol
- If a Sunstone is in contact with Direct Sunlight for 4 continuous hours, it becomes charged for 8 hours. While this Sunstone is charged, it can replace the Material Component cost of any spell that requires a gem that costs 50gp or less.
Uncommon Sunstone
Wondrous Item, Uncommon. 150gp
This amber, vaguely translucent stone is roughly 4 inches in diameter and glows from the inside while sunlight is shining upon it. A Uncommon Sunstone has the following properties;
- This Sunstone can be used as a Spellcasting focus or a Holy symbol
- While holding the Sunstone, you can cast Light, targeting the Sunstone.
- If a Sunstone is in contact with Direct Sunlight for 4 continuous hours, it becomes charged for 8 hours. While this Sunstone is charged, it gains the following benefits,
- It can replace the Material Component cost of any spell that requires a gem that costs 150gp or less.
- As an action you can produce a thin beam of sunlight out to 60 feet. This beam is not potent enough to deal damage, but counts as sunlight for the purposes of weaknesses, vulnerabilities, and activating Sundisks.
Sunstone Bands
Wondrous Item, Uncommon (requires attunement). 300gp
These amber, faintly translucent bands wrap around the wrists and faintly glow from the inside while sunlight is shining upon them. Although made from the same materials that make Uncommon Sunstones, Sunstone Bands are carefully bent and crafted into bands that are worn on the wrists, commonly used by higher echelon Solshibos and those who take a more melee approach to their Solarmancy. Sunstone Bands have the following properties;
- The Sunstone Band can be used as a Spellcasting Focus or a Holy Symbol, even if you are wielding a shield or weapon.
- While wielding the Sunstone Bands you can cast Light, targeting the Sunstone Bands.
- If the Sunstone Bands are in contact with Direct Sunlight for 4 continuous hours, they become charged for 8 hours. While these Sunstone Bands are charged, they gain the following benefits;
- When you deal damage with a melee weapon you can replace the damage dealt with Radiant damage
- You are resistant to Radiant damage and Necrotic damage
Rare Sunstone
Wondrous Item, Rare. 500gp
This amber, vaguely translucent stone is roughly four inches in diameter and glows strongly from the inside while sunlight is shining upon it. In darkness, a faint glimmer of sunlight can be seen within the center of the Rare Sunstone. A Rare Sunstone has the following properties;
- This Sunstone can be used as a Spellcasting focus or a Holy symbol
- While holding the Sunstone, you can cast Light, targeting the Sunstone. The light emitted from the Sunstone is considered sunlight for the purposes of weaknesses and vulnerabilities.
- If a Sunstone is in contact with Direct Sunlight for 4 continuous hours, it becomes charged for 8 hours. While this Sunstone is charged, it gains the following benefits,
- It can replace the Material Component cost of any spell that requires a gem that costs 500gp or less.
- As an action you can produce a thin beam of sunlight out to 60 feet. This beam is not potent enough to deal damage, but counts as sunlight for the purposes of weaknesses, vulnerabilities, and activating Sundisks.
- Spells that deal radiant damage casted through this Sunstone ignore resistance to radiant damage, and 1s on damage dice for spells that deal radiant damage are considered 2s.
Very Rare Sunstone
Wondrous Item, Very Rare. 20,000gp
This golden and amber stone looks akin to that of a large diamond, which is roughly 4 inches in diameter. It produces 5 feet of bright light and 5 feet of dim light while in sunlight as it glows brilliantly. In darkness, this Sunstone glows faintly of sunlight. A Very Rare Sunstone has the following properties;
- This Sunstone can be used as a Spellcasting focus or a Holy symbol
- While holding the Sunstone, you can cast Light, targeting the Sunstone. The light emitted from the Sunstone is considered sunlight for the purposes of weaknesses and vulnerabilities, and it produces a 40 foot radius of bright light as opposed to 20 feet.
- If you cast a Solarmancy spell with this Sunstone in Direct Sunlight, roll a d20. On a roll of 19 or 20, you regain the spell slot expended to cast that spell.
- If a Sunstone is in contact with Direct Sunlight for 4 continuous hours, it becomes charged for 8 hours. While this Sunstone is charged, it gains the following benefits,
- It can replace the Material Component cost of any spell that requires a gem that costs 20,000gp or less.
- As an action you can produce a beam of sunlight out to 60 feet. This beam can be benevolent and be used to activate Sundisks, or it can replicate the effects of the Sun Flare spell (your Spellcasting Ability for casting Sun Flare in this way is Charisma or your normal Spellcasting Ability if you are a Spellcaster).
- Spells that deal radiant damage casted through this Sunstone ignore resistance to radiant damage, and 1s on damage dice for spells that deal radiant damage can be rerolled once.
- As an action, it can produce the effects of the Daylight spell, without concentration, centered on this Sunstone. Once you have used this feature you may not use it again until the Sunstone is charged again.
Legendary Sunstone
Wondrous Item, Legendary. 100,000gp
This golden stone looks akin to an immaculate diamond, completely translucent with what looks to be a miniature sun within the center. The Legendary Sunstone emits 5 feet of bright light and 5 feet of dim light that is considered sunlight for the purposes of weaknesses and vulnerabilities. A Legendary Sunstone has the following properties;
- This Sunstone can be used as a Spellcasting focus or a Holy symbol
- While holding the Sunstone, you can cast Light, targeting the Sunstone. The light emitted from the Sunstone is considered sunlight for the purposes of weaknesses and vulnerabilities, and it produces a 40 foot radius of bright light as opposed to 20 feet.
- If a Sunstone is in contact with Direct Sunlight for 4 continuous hours, it becomes charged for 8 hours. While this Sunstone is charged, it gains the following benefits,
- It can replace the Material Component cost of any spell equal to 100,000gp or lower.
- If you cast a Solarmancy spell, roll a d20. On a roll of 19 or 20, you regain the spell slot expended to cast that spell.
- As an action you can produce a brilliant beam of sunlight out to 120 feet. This beam can be benevolent and be used to activate Sundisks, or it can replicate the effects of the Sun Flare spell (your Spellcasting Ability for casting Sun Flare in this way is Charisma or your normal Spellcasting Ability if you are a Spellcaster).
- Spells that deal radiant damage casted through this Sunstone ignore resistance and immunity to radiant damage, and 1s and 2s on damage dice for spells that deal radiant damage can be rerolled once.
- While holding this Sunstone, you have resistance to Radiant damage, you are immune to the Blinded condition, and you can see in darkness as if it were bright light out to 120 feet.
- While holding this Sunstone, any Undead that can see you and the Sunstone that start their turn within 30 feet of you must succeed on a Wisdom saving throw of 17 or become Frightened of you for 1 minute. A creature who is Frightened of you in this way must use their action to Dash away from you, or take the Dodge action if there is no route available. A creature Frightened in this way can remake the saving throw at the end of each of their turns, ending the effect upon success. Once a creature succeeds on their saving throw against this effect, they are immune to this effect for 24 hours.
- As an action, it can produce the effects of the Daylight or Sunbeam spell, without concentration, centered on this Sunstone. Once you have casted a spell in this way through this Sunstone, you may not cast that spell again until the Sunstone is charged again.




Solarmancy Spells
Sun Flare
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A Common Sunstone or rarer Sunstone)
- Duration: Instantaneous
You focus and expel a beam of pure sunlight. Make a Ranged Spell attack. On hit, the creature takes 1d6 radiant damage and if the creature is in Direct Sunlight, they are showered with glowing radiance and the next attack roll made against this target before the start of your next turn has advantage.
The spell’s damage increases by one dice when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Modify Light
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (A Common Sunstone or rarer Sunstone)
- Duration: 1 hour
You choose a source of light that you can see within range and that fits within a 10 foot cube. You can manipulate it in one of the following ways:
- You can double or halve the area of bright light and dim light cast by the source, change its color, or both.
- You can cause simple shapes - such as the vague form of a creature, an inanimate object, or a simple word - to appear within the source of light and animate it as you like.
- You can cause the bright light emitted (if there is bright light) to be incredibly brilliant, imposing disadvantage on Wisdom (Perception) checks made to look within the area of bright light, and imposing disadvantage on Wisdom (Perception) that rely on sight to all creatures within the bright light.
If the source of light is emitted from a creature who is aware of your casting of this spell and is unwilling of whatever changes you intend, they can make a Spellcasting ability saving throw, using their spellcasting ability, canceling the casting of this spell upon a success.
If you cast this spell multiple times, you can have up to three effects created by it activated at a time, and you can dismiss such an effect as an action.
Radiant Brand
Evocation cantrip
- Casting Time: 1 action
- Range: Self
- Components: S, M (A Common Sunstone or rarer Sunstone and a weapon worth at least 1 sp)
- Duration: 1 round
You imbue your weapon in dazzling sunlight. As part of the action used to cast this spell, you must make an attack with a weapon against one creature, otherwise the spell fails. On a hit, the creature suffers the attack’s normal effects, and they are marked with a radiant brand until the start of your next turn. If the creature is hit with a weapon attack by another creature other than you while it is branded, it takes additional radiant damage equal to your Spellcasting modifier.
The spell’s damage increases to 1d6 + your Spellcasting ability modifier when you reach 5th level, and increases by an additional 1d6 at 11th level (2d6 + your Spellcasting ability modifier) and 17th level (3d6 + your Spellcasting ability modifier).
Sunkiss
1st-level transmutation
- Casting Time: 1 action (ritual)
- Range: 30 feet
- Components: M (A Common or rarer Sunstone)
- Duration: Instantaneous
One of the first Solarmancy spells ever theorized, you call upon the empowering blessing of the Sun to bless up to a 10 foot cube in warm, radiant light. This light is dim light and it purifies any nonmagical poisons or diseases in water, and the water becomes Sunkissed for 8 hours, where it faintly glows. If Sunkissed water is used to feed a plant or used in agriculture, the plant or crop will grow twice as fast as long as it is fed Sunkissed water.
If this spell is casted every day in the same spot for a year in Direct Sunlight, it will produce a 10 foot wide cylinder that reaches towards the sky that Sunkisses all water that enters into its space. If this cylinder is ever obstructed from the sky, the spell will become inert until the sky is revealed once more.
Celestial's Blessing
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: S, M (A Common or rarer Sunstone)
- Duration: Concentration, up to 10 minutes.
By placing your palm on the forehead of a willing creature, you grant them a celestial aura that exudes a feeling of peace. For the duration, the creature’s eyes faintly glow golden and they have advantage on all Charisma (Persuasion) checks and Wisdom (Insight) checks made to tell if a creature is telling the truth.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature per spell level above 1st.
Helios’ Blessing
1st-level transmutation
- Casting Time: 1 action
- Range: 5 feet
- Components: S, M (A Common or rarer Sunstone)
- Duration: 1 minute
From your Sunstone you produce a 2 foot diameter sphere of warm, radiant light that exudes 5 feet of dim light, where it floats 1-3 feet from of the target you had blessed in the casting of this spell (which can be yourself). Whenever the target rolls damage on an attack or regains hit points via a spell, they can utilize Helios’ Blessing, adding 1d6 radiant damage to the damage of the attack or healing an additional 1d6 hit points. Once the target has used this blessing, the sphere disappears and the spell ends.
If a target uses their blessing while in Direct Sunlight, the damage or healing added becomes a d8 as opposed to a d6.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can create one additional blessing per spell level above 1st. You can choose a separate target for each additional blessing, or have them all under one target. If a target has multiple blessings, they can only use one per damage or healing roll.
Disrupting Flash
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot-radius)
- Components: V, S, M (An Uncommon or rarer Sunstone)
- Duration: Instantaneous
You focus the energy within your sunstone and extend it upwards, creating a disrupting flash of blinding light. Each creature of your choice within 60 feet of you that is concentrating on a spell must make a Concentration check equal to 10 plus your Spellcasting Ability Modifier or lose concentration on the spell they are concentrating on. If a creature is an undead or fiend, they have disadvantage on their saving throw.
In addition to this, any darkness created by a spell of 2nd level or lower is dispelled.
Galuil’s Warming Sun
2nd-level conjuration
- Casting Time: 10 minutes (ritual)
- Range: 5 feet
- Components: V, S, M (An Uncommon or rarer Sunstone)
- Duration: 8 hours
You gather sunlight and the gifts of divine warmth into a miniature sphere of warming, soothing light that is akin to the sun. When you create this miniature sun, it is a 5 foot sphere, you choose the color of the sphere, and you choose whether or not it emits 60 feet of bright light and 60 feet of dim light, or just 30 feet of dim light.
The sun lasts for the duration or until it is targeted with a Darkness spell, a Dispel Magic spell, or you move more than 10 feet away from the sun.
For the duration, any creature that is within the light of the miniature sun does not feel the effects of Extreme Cold, and creatures that enter the light of the sun that are wet or soaked, become magically dried within 1 minute.
In addition to this, friendly creatures of your choice within the light of Galuil’s Warming Sun add a d4 to any Hit Dice they roll to regain hit points, Perception checks made to spot threats, and to Constitution saving throws to shrug off a disease, poison, or a reduction in maximum hit points.
If you cast this spell in the same spot for a year, it becomes permanent.
Inquisitor’s Brand
2nd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (An Uncommon or rarer Sunstone)
- Duration: 10 minutes
You reach out and cause a searing, radiant brand to form on a target within range that you can see. The target must succeed on a Constitution saving throw or a visible brand appears on their forehead for the duration. While this brand persists, the target takes 2d6 radiant damage each time they take the attack action, each time they target a creature with a harmful effect, each time they force a creature to make a saving throw, or when they willingly speak a lie. This spell ends if they are dealt damage or targeted with a harmful spell by yourself or one of your allies.
If you target a creature in Direct Sunlight, they have disadvantage on their Constitution saving throw made to resist this spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature within range per spell level above 2nd.
Lance of Radiance
3rd-level conjuration
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (An Uncommon or rarer Sunstone)
- Duration: 1 minute
You coalesce raw sunlight into a floating weapon within range made entirely of radiant energy that lasts for the duration or until you cast this spell again. When you cast this spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On hit, the creature takes radiant damage equal to 1d6 + your Spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 30 feet and repeat the attack against a creature within 5 feet of it, or you can have the Lance of Radiance sweep in a 10 foot radius centered on the weapon, where it will dispel any magical darkness. If a creature or object is invisible in this radius, they must succeed on a Dexterity saving throw (objects automatically fail) or have the invisibility fade.
If the Lance of Radiance is in Direct Sunlight, it deals an additional 1d6 radiant damage on hit.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 as well as the extra damage granted for being in Direct Sunlight for every two slot levels above 3rd.
Solar Infusion
3rd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (Sunstone Bands)
- Duration: Concentration, up to 1 minute
You call upon the holy power of the sun to infuse your body with solar energy. For the duration, your veins and eyes glow with radiance and solarmantic power flows through your body granting you the following benefits;
- When you hit a creature with a Melee Weapon Attack you deal an additional 1d6 radiant damage
- Your walking speed increases by 10 feet
- At the start of each of your turns you gain 10 temporary hit points
While you are in Direct Sunlight, you are further empowered and you have advantage on Constitution saving throws.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you gain 5 more temporary hit points at the start of each of your turns for each spell level above 3rd.




Sunbless
3rd-level transmutation
- Casting Time: 1 minute (ritual)
- Range: Self
- Components: V, S, M (An Uncommon or rarer Sunstone)
- Duration: 1 hour
You bless a 15 foot radius cylinder centered around you, that reaches upwards to the limits of the sky, bringing about divine blessings to a single area.
This spell can only be casted while outside, and if at any point the sky is covered or obstructed while casting this spell or during its duration, the spell ends.
For the duration of the spell, any creature that is not a construct or undead within the Cylinder has advantage on saving throws against being Charmed or Frightened and if anyone regains hit points within the cylinder, they regain an additional 1d6 hit points.
If this spell is casted in the same spot for a year, it becomes permanent, and the spell no longer ends if it’s access to the sky is obstructed or covered, instead becoming inert until the sky is revealed once more.




Celestial’s Sight
3rd-level divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (An Uncommon or rarer Sunstone and ointment for the eyes)
- Duration: 1 hour
You magically anoint a creature’s eyes with the power of a Celestial. For the duration, their eyes glow an otherworldly color. They can see into both magical and nonmagical darkness as if it were bright light, they have advantage on Investigation checks to discern whether or not something is obscured by an Illusion, and a Fiend or Undead that enters their sight must immediately make a Charisma saving throw, or faintly glow while within their sight until the spell ends. If a creature succeeds on this saving throw, they are immune to this effect for the next 24 hours.
In addition to this, being in Direct Sunlight further expands their Celestial awareness and they have advantage on Initiative rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature of your choice that is within 10 feet of the target.
Helios’ Armaments
3rd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (An Uncommon or rarer Sunstone)
- Duration: Concentration, up to 10 minutes.
You call upon the radiant energy of the sun to produce glowing weapons shaped from sunlight of your choice. When you cast this spell, choose a nonmagical weapon that you have seen before. The weapon then is produced in your hands. You are considered proficient with the weapon created by this spell, and the weapon has the following effects,
- The weapon deals Radiant damage as opposed to its normal damage type and is magical in nature.
- The weapon uses your Spellcasting Modifier for its attack rolls and damage rolls.
- If the weapon has the Ammunition property, it magically produces its own ammunition which is made entirely of sunlight.
- The weapon gives off 20 feet of bright light and 20 feet of dim light.
- If you drop or throw the weapon, you can cause the weapon to disappear and reappear in your hand as a bonus action.
- If you are in Direct Sunlight while wielding this weapon, it gains a +1 bonus to its attack rolls and damage rolls and no longer requires concentration.
Solar Scorch
4th-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A Rare or rarer Sunstone)
- Duration: Instantaneous
You reach out and bring about the fury of the Sun in an attempt to immolate the target with holy, cleansing flames. Make a Melee Spell Attack against a creature you can touch. On hit, the target takes 5d6 fire damage and 5d6 radiant damage. If damage from this spell kills a target, the target is turned to ash.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d6 radiant damage per spell level above 4th.
Celestial Imbuement
4th-level transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (A Rare or rarer Sunstone and 50gp worth of elysian salts which are consumed upon casting)
- Duration: 8 hours
You anoint a nonmagical suit of metallic armor, a weapon that primarily is made of metal, or up to 3 cubic feet of nonmagical metals with radiant power. For the duration, the metal gains the properties of Celestial Steel, where it is visibly glowing and is considered magical.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can imbue another suit of nonmagical metallic armor, another weapon primarily made of metal, or an additional cubic foot of metal within reach for each spell level above 4th.
Sunstrike
4th-level conjuration
- Casting Time: 1 action
- Range: Sight
- Components: S, M (A Rare or rarer Sunstone)
- Duration: Instantaneous
You raise your hand to the sky, and cause a radiant blast of sunlight to absorb you and quickly transport you. If you are not outdoors when you cast this spell, the spell fails. Otherwise, you immediately teleport to an unoccupied space you can clearly see that is bathed in sunlight and creatures within 30 feet of the space you previously occupied must succeed on a Constitution saving throw or take 4d10 radiant damage.
If you have been to an area that is permanently Sunblessed, you can instead choose to Sunstrike to that location. If the Sunblessed area is inert when you cast this spell, the spell fails and your action is wasted.
Helios’ Visage
4th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A Rare or rarer Sunstone)
- Duration: Concentration, up to 1 minute.
You collect the power of the sun to wreate yourself in a breastplate, helm, pauldrons, and bracers of pure, glowing sunlight. While you are under the effects of Helios’ Visage you gain the following benefits;
- You are immune to the Blinded condition
- You have resistance to Radiant damage
- You emit 60 feet of bright light and 60 feet of dim light.
- Any creature within 5 feet of you that targets you with a melee attack and can see you must first succeed on a Constitution saving throw or become blinded for 1 minute. A creature can remake this saving throw at the end of each of their turns, ending the effect upon success.
- As a reaction when you are hit with a weapon attack and the attacker is within 30 feet of you, you can deal radiant damage to the attacker equal to 2d6 + your Spellcasting ability modifier.
Additionally, while in Direct Sunlight, Helios’ Visage becomes even more potent and you gain a +2 bonus to AC while you are in Direct Sunlight.




Hands of Helios
5th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: S, M (A Rare or rarer Sunstone)
- Duration: 10 minutes
Two arms made of pure sunlight coalesce by your shoulders, where they faintly float and await your control. For the duration you gain the following benefits;
- At the start of your turn your radiant arms can fire a bolt of blinding radiance or a bolt of healing energy. Either a willing creature within 30 feet of you regains 1d6 hit points or you make a Ranged Spell Attack roll against a creature within 30 feet of you, dealing 1d6 radiant damage on hit.
- You emit 10 feet of bright light and 10 feet of dim light.
- Your reach for the purposes of casting spells is considered to be 10 feet longer.
Additionally, while in Direct Sunlight, you can fire your bolts of radiance or healing energy against creatures within 60 feet of you as opposed to 30 feet.
Solar’s Flight
5th-level conjuration
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (A Rare or rarer Sunstone and an angelic feather)
- Duration: Concentration, up to 1 hour
You conjure an angelic feather and imbue it with the radiant energy of a Solar, one of the highest ranking Angels. For the duration of the spell, you gain glowing and shimmering angelic wings that look akin to that of a Solar’s. You gain the following benefits;
- You have a Flying speed of 60 feet, and can hover.
- You gain resistance to Radiant damage.
- You emit a 60 foot radius of bright light and an additional 60 feet of dim light.
- Attacks of opportunity made against you have disadvantage.
- All weapon attacks you make are considered silvered and magical for the purposes of overcoming resistances and immunities
Additionally, while in Direct Sunlight, your flying speed is doubled.
Sainthood
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A Rare or rarer Sunstone and blessed oils worth at least 150gp that are consumed upon casting)
- Duration: Concentration, up to 1 minute
You draw a solarmantic symbol on the forehead of the target, where their eyes burn with a blinding radiance and they are coated in holy sunlight. For the duration the target gains the following benefits,
- The target emits 60 feet of bright light and 60 feet of dim light
- Whenever the target deals radiant damage, they deal an additional 1d10 radiant damage
- Whenever the target restores hit points to another creature via a spell, the creature regains an additional 1d10 hit points
- Whenever a creature starts their turn within the bright light of the target or enters a space within the bright light of the target for the first time on their turn, the target can cause the creature to regain 1d6 hit points or force them to make a Dexterity saving throw, taking 1d6 radiant damage upon failure
Additionally, while in Direct Sunlight, the duration of the spell increases to 10 minutes. If you leave Direct Sunlight beyond a minute from casting this spell, the spell immediately ends.




Changelog
- Version 1.6
- Minor grammatical fixes
- Added in Solarmancy, How to Learn Solarmancy, What Classes can Learn Solarmancy, and the Sunlight vs Direct Sunlight sections
- Added Sundisks
- Changed language of Sunstone so it is not Faenera-setting exclusive and can be used in other settings
- Changed Sunstone Bands so they require attunement
- Changed Sainthood from evocation to transmutation
- Changed Sainthood’s duration to 1 minute as originally intended
- Changed wording of Solar Storm to match the other Solarmancy spells in terms of Direct Sunlight
- Added a weapon worth 1sp to the Material Components of Radiant Brand
- Buffed Lance of Radiance so at Higher Levels both the Direct Sunlight and normal damage scale accordingly
- Changed Sunstrike's range to Sight, as it is the primary purpose of Sunstrike rather than the 30 foot radius explosion
- Buffed Helios' Visage so it grants a +2 to AC while in Direct Sunlight as opposed to +1
- Buffed Overwhelming Radiance so it affects a greater radius
- Version 1.5
- Minor grammatical fixes
- Changed Disrupting Flash so it was no longer a DC equal to your spell save DC and instead 10 + your Spellcasting ability modifier
- Changed Solar Infusion so it now can be casted at higher levels
- Added clause to Sunbless so it does not apply to constructs or undead
- Added clause to Solar’s Flight so all weapon attacks now count as magical and silvered for the purposes of overcoming resistances and immunities
- Increased duration of Sainthood, lowered material component cost, and changed material component cost to be consumed on casting
- Version 1.4
- Added Sunstone Bands
- Added the spells Solar Storm, Sainthood, Helios’ Blessing, Hands of Helios, Solar Infusion, Sunkiss, Solar Scorch, Overwhelming Radiance
- Version 1.3
- Added the spell Inquisitor’s Brand
- Version 1.2
- Added the spells, Sunstrike, Helios Armaments, Solar’s Flight, Celestial Imbuement
- Version 1.1
- Added the spells, Modify Light and Galuil’s Warming Sun
- Changed a variety of effects with the Sunstones, including the Charging mechanic.
- Version 1.0
- Initial release
More!
This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMBinder. Art generated by wombo.art and art also made by Aaron Lee, Ede Laszlo, and EDGE Studios.