Sorcerer Light Bearer
Added 2024-07-23 14:00:15 +0000 UTCLight bearers are chosen, rather than made. Sometimes, the life-giving energies of the positive plane, the realm from which all life force emerges, reacts to the rise of death, shadow, and doom. Whether guided by some intellect or acting as a natural counterbalance, the stuff of that realm reaches out to mark mortals with its power. Those marked with this energy are sorcerers called light bearers. They are attuned to the power of the positive energy plane and can wield it to fortify others and smite creatures of darkness.
Light bearers rarely manifest their powers among those who share them. They are forced to consider their abilities on their own, carefully mastering them and learning how to use them. While the power they gain is presumably meant to combat evil and drive back the darkness, each light bearer is free to live as they wish. Some of these sorcerers curse the power they have been given. Driven and bitter, they sometimes proclaim themselves living saints and surround themselves with ardent followers. Others answer the call and become crusaders against evil, venturing into dungeons to keep the mundane world safe.
Your Inner Light
The light that dwells within you demands to be unleashed. There’s never a moment in your life when your sense of its presence abates. What is the light’s effect on you? How does it clash with your personality and your own desires?
D6 Roll or Choose
Your Inner Light
1: Your inner light is a warm, soothing presence. In times of trouble, it calms your nerves and gives you hope that there is always a path forward. Does this reflect your personality, or is it a contrast against your pessimistic nature?
2: Your inner light is cool and distant. It pushes you to work by giving your clarity into the situation around you. You can’t help but notice small details that others overlook, details that push you to act. How do you respond to such insights?
3: Your light is blinding and relentless. Even when you close your eyes, you see a steady, unyielding glow. Do you accept this burden, using it to push yourself on your quests, or do you long for a day when you can truly be alone?
4: Your light is hot, searing into your mind and giving you a constant sense of discomfort. Does anything relieve this pain? Does the light push you to certain actions, or is it simply a curse that you must endure?
5: The light inside of you is a small ember, always flickering on the edge of extinction. You have a sense of dread that it is doomed to one day go out. Does using your magic fortify the light, or does it slowly drain it away?
6: The light within you is unwavering and eternal. You can feel its links to those light bearers who came before you. Will you live up to their ideals, or do you fear that you can never match their greatness?
Origin Features
Innate Spells
Starting at 1st level, you gain the ability to channel the energy of light and radiance through your magic. You gain access to additional spells that you know. These spells do not count against the limit for your total spells know. They are your innate spells. Some of your features refer to benefits you gain when casting your innate spells.
Darkness Magic Innate Spells
Sorcerer Level Spells
1st light, radiant orb*, cure wounds, healing word
3rd mystic lantern*
5th mass healing word
7th radiant wave*
9th mass cure wounds
Companion of Light
At 1st level, you can cast light on a point in space within range. When you move, that point of light can fly the same distance. As a bonus action, you can teleport it to a point of your choice within 30 feet of you.
Light Bringer
At 1st level, the radiant energy you channel soothes and restores your allies. When you cast one of your innate spells using a spell slot, creatures of your choice within an area of bright or dim light created by your spells regains hit points equal to the level of the slot used to cast the spell.
Radiant Magic
At 1st level, the light created by your magic brings comfort and clarity to the world. Creatures have advantage on all death saving throws and Wisdom (Perception) checks to spot hidden creatures and objects while within an area of bright or dim light created by your spells.
Rebuking Light
Beginning at 6th level, casting your innate spells draws forth a shielding radiance that wards away your foes. When you cast one of your innate spells using a spell slot, until the start of your next turn as a reaction when a creature enters or begins its turn in an area of bright or dim light created by your spells, you cause that creature to take 1d4 + the spell slot’s level radiant damage.
Dazzling Light
Starting at 14th level, the light you create dazzles your enemies. Creatures of your choice treat areas of bright or dim light created by your spells as a lightly obscured area. When you cast one of your innate spells with a slot of 5th level or higher, they treat bright light created by your spells as a heavily obscured area until the start of your next turn.
Icon of Light
Starting at 18th level, the light within you shines upon the world. During your turn, creatures of your choice that can see you are blinded until the end of your turn. Blinded creatures have disadvantage on Dexterity saving throws against your spells.
Mystic Lantern
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A 1-foot diameter lantern of radiance appears in an unoccupied space of your choice within range. The lantern can be positioned in mid-air. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Once during your turn, if you can see the lantern, you can command it to fly up to 30 feet. It can stop in midair, cannot be affected by physical or magical effects, and does not block movement or provide cover.
When you cast this spell and once on each of your turns, you can pick one of the following effects:
Baleful Glow. Choose a creature within the lantern’s area of bright light. It must make a Constitution saving throw. The creature takes 2d8 radiant damage on a failed save, or half as much on a successful one.
Revelatory Light. Choose a creature within the lantern’s area of bright or dim light. Until the start of your next turn, attacks against it have advantage and the creature gains no benefits from cover, lightly obscured areas, or heavily obscured areas.
Soothing Radiance. Choose a creature within the lantern’s area of bright light. It had advantage on all saving throws until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for Baleful Glow increases by 1d8 for each slot above 2nd.
Radiant Orb
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl an orb of radiant energy at your foes that overwhelms their senses and leaves them dazzled. You can sculpt this magic to explode in a bright flash or send it into a single opponent to sear them with energy. When you cast this spell, pick one of the following options.
Burst of Light. You create a 5-foot radius sphere centered on the point you chose that you can see within range. Creatures in that area must make Constitution saving throws. A target takes 1d4 radiant damage on a failed save and has disadvantage on its next attack before the start of your next turn. On a successful save it suffers no effect.
Dazzling Beam. You send a lance of radiant energy into a creature. The target must make a Dexterity saving throw. A target takes 1d4 radiant damage and creatures more than 5 feet away from it are invisible to it until the start of your next turn on a failed save. On a successful save it suffers no effect.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Radiant Wave
4th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
A flash of radiant energy flares from your hands, filling the area in front of you in a 60-foot cone. For each creature in that area, pick one of the following effects.
Blast of Radiance. The creature must make a Constitution save. It takes 8d6 radiant damage on a failed save, or half as much on a successful one.
Cleansing Light. Pick up to two ongoing effects the creature suffers that a saving throw can end. The creature makes saving throws against both of them with advantage.
Fortifying Radiance. The creature regains 3d8 hit points.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for blast of radiance increases by 1d6 for each slot level above 4th and the healing for fortifying radiance increases by 1d8 for each slot level about 4th.