Sun Born
Hit Points
Hit Dice: d6 per Sun Born level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Sorcerous Origen
At 1st level, a sorcerer gains the Sorcerous Origin feature.
The following subclass is available in addition to whatever else you could choose.
Fiery Bloodline
Those born of the bloodline of Rashim, Firstborn of the sun, may inherit her tremendous powers.
Those born with such a gift feel the burning power of the sun beating within their hearts, waiting to be let loose
it is a terrible burden to contain such immense power. Such Beings are marked for greatness, and rightly so,
in Rashim only those who hold such a gift can truel prove to be decendants of their first queen, and only they
can command the ecclesiastical power structure of their people.
Though you may be far away from the land of your ancestors, you have awokened to your burning bloodline,
now you must decide for what you will use this power for, and be ready for many would seek to exploit such precious
blood. Though it is not uncommon for those who do not understand your gift to judge, for the power of the sun is not easy
to contain, many bear physical manifestations of their gift
Radiant Power
Your link to the sun and it's radiant glory allows your bloodline to cast special spells, a manifestation of your burning
and glorius will on earth.
You Always know the following spells, but only when you reach the noted level with this subclass. These spells are cast with your charisma modifier.
LvL 1 |
Sacred Flame |
Lvl 1 |
Guiding Bolt |
Lvl 2 |
Spiritual Weapon |
Authority of the sun
Starting at 1st level you can as a bonus Action you can choose a single creature within 120 feet and Impose disadvantage on their next saving throw against on of your spells. You can do this once per short rest.
Searing Might
Starting at 6th level you add your charisma modifier to the damage of any spells you cast which deal radiant or fire damage.
Right of the Radiant
Starting at 14th level you may spend two sorcerery points to establish your devine will on earth for one minute: If an opponent within 30 feet of you moves you(may) deal 10 radiant damage. In addition when you or an ally takes damage within 30 feet of you can use your reaction to blind the attacking creature until the start of their next turn.
Devine Body
Starting at 18th level you can use your action to spend 1-5 sorcery point(s) to gain 5+1d8 temporary hitpoints per sorcery point spend.