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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