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Luminous Sorcery

Luminous Origin Spells
Sorcerer Level Spell
1st guiding bolt
3rd branding smite
5th daylight
7th freedom of movement
9th swift quiver
11th sacred arrow

Channel Light

Starting when you choose this origin at 1st level, you gain proficiency with shortbows, longbows, hand crossbows, light crossbows, and heavy crossbows. While you hold one of these weapons, it acts as a spellcasting focus for your sorcerer spells , as you channel your light through them.

Radiant Quiver

Also at 1st level, you gain a quiver woven from light. Whenever you make a ranged attack, your quiver magically creates the piece of ammunition you use for that attack. Any pieces of ammunition created by this quiver deal radiant damage, rather than the weapon's usual damage type, and the quiver always appears to be full of arrows. Additionally, your spells infuse your quiver with a guiding light. When you cast a sorcerer spell of 1st-level or higher, you gain a radiant shot, which lasts for 10 minutes. A radiant shot can be your choice of an arrow or a bolt, and is a special piece of ammunition that appears in your quiver. You can have a total number of them equal to your Charisma modifier.   When you make an attack with a ranged weapon on your turn that uses ammunition, you can fire one of your radiant shots. If you hit a creature with a radiant shot, it's marked by radiant light until the end of your next turn. When a creature makes an attack roll against the marked target, it can roll a d6 and add the number rolled to the attack roll.

Searing Radiance

Starting at 6th level, your light burns bright, allowing you to sear your foes. Whenever an allied creature hits a creature marked by your Radiant Quiver feature with an attack, you can use your reaction to also make an attack against the marked creature. If the attack hits, you deal an additional 1d8 radiant damage. This extra damage increases to 2d8 at 11th level and 3d8 at 17th level.   Additionally, when you hit a creature with a radiant shot on your turn, you can spend up to 3 sorcery points to have it let loose a burst of light. For each sorcery point you spend, the target and all other creatures within 10 feet of it take 1d8 radiant damage each.

Blessings of Dawn

At 14th level, the light on your skin each day fills you with a fervor for battle. When you finish a short or long rest, you gain temporary hit points equal to your sorcerer level. While you have these temporary hit points, your weapon attack rolls have advantage.

Luminous Blast

At 18th level, you can channel pure light from your weapon, which you can unleash in a devastating blast of energy. As an action on your turn you can expend 5 sorcery points and release a bolt of pure light in a line 15-feet wide and 300- feet long. Each creature in the line must make a Dexterity saving throw. A creature that fails their saving throw takes 10d6 radiant damage and is marked, as if hit by a radiant bolt. A creature that succeeds on their saving throw takes half as much damage and isn't marked.   For each creature reduced to 0 hit points by this ability, you gain one radiant shot, which doesn't count against the total number of radiant shots you can have. A radiant shot created this way lasts until you take a long rest.

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