samcifer
2018-01-10, 11:22 AM
So I was thinking that a blaster-focused sorcerous origin would be interesting, and here's what I came up with. All helpful advice on balancing the theme are appreciated:
Solar Sorcerous Origin:
Your power comes from the stars. Radiance and fire are more potent for you than most spellcasters. Your magic comes from the sun, moon and stars, and you are a force to be reckoned with on the battlefield
Level 1=
Radiant Flames:
When choosing Cantrips, you may choose the Sacred Flame and Word of Radiance cantrips from the Cleric spell list. They are considered sorcerer spells for you. You also gain the Light Cantrip.
In addition, when choosing spells as you gain levels in this class, you may choose from the following expanded spell list. They are considered sorcerer spells for you:
Level 1: Guiding Bolt, Armor of Agythys
Level 3: Flaming Sphere, Moonbeam
Level 5: Call Lightning, Spirit Guardians
Level 7: Freedom of Movement, Guardian of Faith
Level 9: Flame Strike, Dawn
Celestial Armor: The power of the stars shields you from harm. As long as you are not wearing armor or using a shield, your AC equals 13 + your Dexterity modifier.
Level 6=
Solar Flare: The power of the stars enhances the damage of your spellcasting. Whenever a spell inflicts Fire or Radiant damage, you may add your Charisma modifier to the damage against a single target once per turn.
Level 14=
Stellar Burst: Spend 5 Sorcery Points and choose a number of targets within 30 feet of you equal to your Charisma modifier. Those targets are blinded until the end of your next turn. This ability cannot be used again until after you have finished a short or long rest. Creatures who have no eyes or do not rely on sight are immune to this effect.
Solar Storm: Whenever you cast a spell that inflicts Fire or Radiant damage, add your Charisma modifier to the damage against each target of that spell. (this replaces the Solar Flare Effect.)
Level 18=
Dying Star: When your HP is reduced to 0, choose a number of creatures within 60 feet of you equal to your Charisma modifier. Targeted creatures make a Dexterity save or 8d10 or take fire or radiant damage (your choice) (Half damage on a save). You may not use this ability again until after you have completed a long rest.
Solar Sorcerous Origin:
Your power comes from the stars. Radiance and fire are more potent for you than most spellcasters. Your magic comes from the sun, moon and stars, and you are a force to be reckoned with on the battlefield
Level 1=
Radiant Flames:
When choosing Cantrips, you may choose the Sacred Flame and Word of Radiance cantrips from the Cleric spell list. They are considered sorcerer spells for you. You also gain the Light Cantrip.
In addition, when choosing spells as you gain levels in this class, you may choose from the following expanded spell list. They are considered sorcerer spells for you:
Level 1: Guiding Bolt, Armor of Agythys
Level 3: Flaming Sphere, Moonbeam
Level 5: Call Lightning, Spirit Guardians
Level 7: Freedom of Movement, Guardian of Faith
Level 9: Flame Strike, Dawn
Celestial Armor: The power of the stars shields you from harm. As long as you are not wearing armor or using a shield, your AC equals 13 + your Dexterity modifier.
Level 6=
Solar Flare: The power of the stars enhances the damage of your spellcasting. Whenever a spell inflicts Fire or Radiant damage, you may add your Charisma modifier to the damage against a single target once per turn.
Level 14=
Stellar Burst: Spend 5 Sorcery Points and choose a number of targets within 30 feet of you equal to your Charisma modifier. Those targets are blinded until the end of your next turn. This ability cannot be used again until after you have finished a short or long rest. Creatures who have no eyes or do not rely on sight are immune to this effect.
Solar Storm: Whenever you cast a spell that inflicts Fire or Radiant damage, add your Charisma modifier to the damage against each target of that spell. (this replaces the Solar Flare Effect.)
Level 18=
Dying Star: When your HP is reduced to 0, choose a number of creatures within 60 feet of you equal to your Charisma modifier. Targeted creatures make a Dexterity save or 8d10 or take fire or radiant damage (your choice) (Half damage on a save). You may not use this ability again until after you have completed a long rest.