Sorcerous Origin: Stellar Bloodline
The sun is a mass of incandescent gas...
Your innate magic comes from an exceptional connection to the sun, or another more distant star. Maybe your ancestor was exposed to stellar radiation and their magical nature was changed then passed down to you. Maybe you were born during a particularly important solar event. Or maybe you were chosen by a solar deity or other great intelligence connected to the sun. Whatever the specific cause, your body is a natural furnace of fusion, heat, and boundless energy.
Boundless energy infuses your very being. When you select this Sorcerous Origin at 1st level, you can use your bonus action to manifest a glowing halo of light around your person. While this feature persists, you shed bright light to a distance of 30 feet and dim light an additional 30 feet beyond that. This feature lasts as long as you are conscious or until you choose to end it on your turn (no action required).
Also at 1st level when you take this Sorcerous Origin, you learn to unleash a bolt of gathered fusion energy, blasting your foes with a fiery impact. As an action, make a ranged spell attack against a target within 90 feet. On a hit, the target takes 1d6 fire damage and 1d6 force damage. Stellar Ray counts as a cantrip you know for the purposes of gaining benefits from class features, equipment, or special effects.
The damage of your stellar ray improves at certain levels in this class. At 5th level, the damage of each of your stellar ray types improves to 2d6. At 11th level, both damage types increase to 3d6. At 17th level, both damage types increase to 4d6.
At 6th level, you learn how to convert your entire body into plasma and back safely. As a bonus action on your turn, you can spend 2 sorcery points to move up to your speed without provoking attacks of opportunity. This movement can be through any creature's space as long as you end in a space you could occupy. The first time you move through a creature's space during this movement, they take fire damage equal to your Charisma modifier.
At 14th level, you gain magical control over your own gravity field. You have a fly speed equal to your ground speed, but must begin and end your movement on solid ground. Additionally, you gain the ability to walk on vertical surfaces, ceilings, liquids, or even vapor clouds as though they were solid ground.
At 18th level, you can unleash the energy of an star in one tremendous burst. As an action, you may spend 5 sorcery points to unleash a wave of fusion energy. Each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 6d6 fire damage and 6d6 force damage. On a successful save, they take half as much.
Once you have used this feature, you cannot use it again until you finish a short or a long rest.