Sun-Hollowed Soul
The angry sun has baked its power into you. In so doing, what of you was burned away? You possess the ability to parch your enemies, poison them with cosmic rays, and shine as brilliantly as that hateful orb itself. Will your radiance help repair the land, or will it be yet another malignance that scourges it?
Perhaps you or one of your ancestors found yourself caught under the sun’s gaze too long, and it hollowed out a place for itself in you or someone in your family. Its scintillating rays changed you on a base level and allow you to harness the damaging power of the sun.
Sun-Hollowed Spells
| Sorcerer Level | Feature |
|---|---|
| 3rd | The Sun Shines Eternal |
| 6th | Sun-Baked, Scorched Resilience |
| 14th | Corona |
| 18th | Supernova |
Level 3: Sun-Hollowed Soul
When you reach a Sorcerer level specified in the Sun-Hollowed Spells table, you thereafter always have the listed spells prepared.
Sun-Hollowed Spells
| Sorcerer Level | Spells |
|---|---|
| 3rd | Gamma Burst, Guiding Bolt, Heat Metal, Sun Greeting |
| 5th | Hollowed Husk, Hypnotic Pattern |
| 7th | Blight, Wall of Fire |
| 9th | Contagion, Flame Strike |
Level 3: The Sun Shines Eternal
You gain the following benefits granted to you by the power of the dying sun:
- Any time you cast a spell that deals radiant damage or produces light, it is considered sunlight.
- Whenever you spend 1 or more sorcery points to create an effect, you can choose to make your skin glow with a yellow luminosity that creates bright light in a 30-foot radius around you for 1 minute. This light dispels magical darkness.
- You can spend 1 sorcery points when you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, or necrotic damage to change its damage type to radiant.
Level 6: Sun-Baked
If you’ve spent at least 1 hour in the past 24 hours in direct sunlight, you may spend one of your Hit Dice to regain sorcery points. Roll one Hit Die with no modifier and add the result to your pool of sorcery points. You regain this ability when you finish a long rest.
Level 14: Corona
The power of the sun can surround you. As a bonus action, you can spend 2 sorcery points to emanate radiant energy. When a creature moves within 10 feet of you for the first time on a turn or starts its turn there, the creature takes 3d8 radiant damage and must succeed on a Constitution saving throw or become poisoned for as long as it remains within 10 feet of you. You ignore all negative effects imposed by heat16 while this ability is active. This ability lasts for 1 minute or until you choose to end it as a bonus action.
Level 18: Supernova
You can use an action to call upon the sun to transform you into light itself. While in this form, you gain the following benefits:
- As a bonus action, you can teleport up to 120 feet to any unoccupied space you can see.
- The range of any spell you cast that deals radiant damage extends to 300 feet as long as you can see your target.
- You are able to pass through solid objects and creatures.
- You have resistance to all damage except force and psychic damage.
This ability lasts for up to 1 minute, and you may dismiss it at any time. When the effect ends, you must succeed on a DC 15 Constitution saving throw or explode in a supernova of radiant energy, causing 20d6 fire damage and 20d6 radiant damage in a 60-foot-radius sphere centered on you. You die instantly and return to life the following dawn. You return with all the equipment you were wearing and carrying when you activated the ability, and you return as though you had finished a long rest. Once you use this action, you can’t use it again for 10 days.


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