Sorcerer Origin
Son of the Sun Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Son of the Sun 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.
Son of the Sun Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Bless, Charm Person |
| 3rd | Enthrall, Enhance Ability |
| 5th | Blinding Smite, Daylight |
| 7th | Divination, Sickening Radiance |
| 9th | Hallow, Wall of Light |
Brilliance
When you choose that origin at 1st level, you learn either the Light or Dancing Lights cantrip.
Blinding Light
Beginning at 1st level you can, as an action, create a blinding light in a 15 foot cone in front of you. Each creature in that cone must succeed a dexterity saving throw against your spell save DC, or be blinded for 1 minute.
A blinded creature can make a constitution saving throw against that same DC at the end of each of its turn, ending the blinded condition on itself on a success.
Art Credit : Wizards of the Coast
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Sun's Warmth
Starting at 6th level, when you create bright light with a sorcerer spell of 1st-level or higher, you can choose to expend 2 sorcery points to infuse your spell with the power of the sun. When you do so, the bright light created by your spell counts as sun light and all creatures gain a resistance to cold and necrotic damage while illuminated by this sun light.
Sun Burn
Starting at 14th level, when you deal fire or radiant damage to a target, you deal an extra 1d6 damage of that same type.
Avatar of the Sun
Beginning at 18th level, as an action, you can take the form of an Avatar of the Sun for 1 minute. While in the Avatar Form, you gain the following benefits :
- You have a flying speed equal to your walking speed.
- You shed bright light within 30 feet and dim light for an extra 30 feet. This light is Sunlight.
- Creatures that target you with a spell or an attack must first succeed on a constitution saving throw against your spellcasting DC. On a fail, their spell or attack miss and they are blinded until the start of their next turn.
- When you deal damage to a creature, it takes an extra 1d4 radiant damage.
When you use this feature, you can't use it again before you finish a long rest.
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