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Sunblessed

Sunblessed Quirks
d6 Quirk
1 You enjoy being in sunlight as much as possible.
2 Your body never appears to be effected by long exposure to sunlight.
3 The footsteps you leave seem to singe, as if slightly burned.
4 Your eyes seem to shine or twinkle brightly, and your skin is always warm to the touch.
5 You envy the power of the sun, as you wish that you could be so grossly incandescent.
6 Your hair is a vibrant blonde, red, or auburn color.

Magic of the Sun

Your connection to summer and the sun gives you the option to learn some additional spells that focus on fire, heat, and solar radiance. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you gain an additional spell from the list below. These spells do not count towards the total number of spells you know, and the spells count as a sorcerer spells for you.
Sorcerer Level Spell
1st guiding bolt
3rd continual flame
5th daylight
7th aura of life
9th dawn
11th sunbeam

Soul of the Sun

At 1st level, you learn the light and control flames cantrips. In addition, you have advantage on Perception checks made in daylight.   You also learn to read, write, and speak Celestial, and you always know the position of the sun, even when underground.

Light of the Dawn

Beginning at 1st level, as a bonus action you can cause your body to radiate bright light in a 10 foot radius from you, with dim light out an additional 10 feet. You can end this effect at any time.   In addition, you can attune yourself to the sun to gain additional strength from it. By spending 1 minute in direct sunlight by meditating, you gain temporary hit points equal to half your sorcerer level plus your Charisma modifier. Once you have used this feature, you cannot do so again until you finish a long rest.

Strength of the Flame

At 6th level, you gain resistance to fire and radiant damage. In addition, whenever you start casting a spell of 1st level or higher that deals fire or radiant damage, blinding flames or light suddenly shine from you. This light causes creatures of your choice that you can see within 10 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target is blinded until the beginning of their next turn.

Heart of the Sunflare

By 14th level, you have become accustomed to heat and brightness. You are unaffected by the effects of extreme heat, and you are immune to the blinded condition.   In addition, when you cast a spell that deals fire or radiant damage, you can spend 2 sorcery points to make one target of the spell receive additional fire or radiant damage equal to half your sorcerer level.

Aspect of High Noon

At 18th level, your very essence is powered by the sun. You gain immunity to fire and radiant damage.   In addition, you can spend 5 sorcery points to wreathe yourself in bright flames or light. For up to 1 minute while in this form, you gain the following benefits:
  • Spells you cast that deal fire or radiant damage ignore resistances to fire and radiant damage, and treat immunities to fire and radiant damage as resistances.
  • Whenever you are subject to fire or radiant damage, you instead regain hit points equal to 1/4th the damage dealt.
  • Lights or flames within a 20 foot radius of you cannot be extinguished or dimmed by any means. Any extinguished lights or flames become reignited when they are within this aura.
  Once you have used this feature, you cannot do so again until you finish a long rest.

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