Radiant Soul (5e Subclass)

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Radiant Soul[edit]

Sorcerer Subclass

The energy of light and stars suffuses your blood, a shard of the Plane of Radiance embedded in your soul.

Radiant Magic[edit]

Your connection to the Plane of Radiance grants you control not just over light, but also an ability to channel the adjacent elements of fire and positive energy. When you learn or replace spells from your Spellcasting feature, you can choose to learn those spells from the cleric spellcasting list. The spells cannot be of the enchantment or conjuration schools, or necromancy school if they channel negative energy (e.g. toll the dead, inflict wounds, animate dead, bestow curse, contagion). Once you learn a cleric spell in this way, it counts as a sorcerer spell for you.

Note: You can also choose from any spells with the Light subtype.

Additionally, when you learn a spell that deals fire, force, lightning, or thunder damage, you can instead choose to learn a variation of that spell that deals radiant damage instead.

True Illumination[edit]

Starting at 1st level, you learn one of your choice of the light, dancing lights, or produce flame cantrips, which doesn't count against your cantrips known. Any time you create bright light with your spells or features, it is considered sunlight.

Additionally, you can draw on your inner radiance to modify your spells and light-creating effects. Once per round, you can choose from one of the following options (no action required):

Searing Radiance. When a spell you've casted deals radiant or fire damage, you can cause it to immediately deal an additional amount of radiant damage equal to half your sorcerer level (rounded down) + your spellcasting ability modifier.

Shared Energy. When a spell you've casted restores hit points to one or more creatures, you can immediately cause yourself and the affected creatures to gain an amount of temporary hit points equal to half your sorcerer level + your spellcasting ability modifier.

Enhanced Illumination. When you cast or are maintaining a spell that creates light on your turn, you can double the radius of both bright and dim light given off by the spell for the spell's duration. If the spell only gave off dim light, it gives off bright light half the radius of the dim light. If you have sorcery points, this modification can be applied more than once to the same spell. However, each successive modification requires you to expend 1 more sorcery point than the previous.

When you reach 3rd level in this class, you gain additional options that require sorcery points:

Dispel Darkness (costs 2 sorcery points). When you cast or are maintaining a spell that creates bright light on your turn, you can cause the bright light created by the spell to illuminate magical darkness for its duration, such as that created by the darkness spell. If the bright light overlaps completely with the area of magical darkness, the magical darkness is dispelled.

Radiant Flare (costs 3 sorcery points). While you are maintaining a spell that creates bright light on your turn, you can cause the bright light created by the spell to momentarily flare into blinding radiance. All creatures within the area of light created by the spell must succeed on a Constitution saving throw against your spell save DC. On a failure, they take an amount of radiant damage equal to your sorcerer level + your spellcasting ability modifier and are blinded until the end of their next turn. On a success, they take half as much damage and aren't blinded. Once you use this feature, the source of the bright light is extinguished.

Inner Radiance[edit]

At 6th level, the inner light within you grants you resistance to radiant damage and advantage on saving throws made to avoid being blinded. You are additionally immune to negative effects resulting from being in sunlight, such as from sunlight sensitivity.

Lightstep[edit]

At 14th level, you gain the ability to transit yourself along a beam of light. By expending 4 sorcery points as an action, you can transform yourself and any equipment you are wearing or carrying into a beam of light and back again, instantly teleporting yourself to the nearest unoccupied space at a chosen point you can see.

You can bring willing creatures with you, but they must be touching. Each creature costs 1 additional sorcery point to teleport.

Superluminary Form[edit]

At 18th level, you can temporarily transform yourself into a being of pure radiance as a bonus action. While in this form, you gain the following properties:

  • You emit bright light out to a radius of 60 feet, and dim light for a further 60 feet beyond that.
  • You have a flying speed of 60 feet and can hover.
  • Your vision is considered truesight and you can't be blinded by any means.
  • You have immunity to radiant and fire damage, and resistance to all other damage types besides psychic and necrotic.
  • Your Lightstep becomes empowered, allowing you do use it up to three times in succession as part of the same action. The first time you use it in a turn, it costs no sorcery points to transport yourself, with each additional use expending 2 sorcery points. When you use it, all creatures in a 5-foot wide line between the source and destination make a Dexterity saving throw, taking 8d8 radiant damage on a failure or half as much on a success.

You remain in this form for 1 minute, unless you are in the Plane of Radiance in which case you can sustain it indefinitely. Otherwise, it ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this feature, you can't do so again until you finish a long rest.

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