Legends of Tolria
The Galactic Game

Subclass Compendium · Sorcerer

Bloodline of the Sun

A sorcerer whose lineage runs back to a star — descended (sometimes literally, often mythically) from a stellar entity, with Sun-Rifting affinity carried in the blood.

Identity

Somewhere far enough back that the records have turned to song, a star walked among your ancestors — an Aurelion ancestor wedded to the Sun-Sworn order in a way that left more than discipline behind, or a true stellar entity who folded itself briefly into mortal form. The line carries the inheritance. Your blood runs hot. You sunburn other people. You channel light because there is light in you that has not yet finished arriving. The Sun-Rifting in you is not a discipline — it is a temperature.

Features

  • L3 Sun-Touched

    The star in your blood declares itself. You gain the following: • **Solar Affinity.** Channels you cast from the Sun school cost 1 fewer Channel Point (minimum 1; cantrips remain free). This does not stack with your level-1 Innate Affinity discount if your Affinity School is already Sun. • **Searing Edge.** When you deal fire or radiant damage with a channel of 1st level or higher, add +1 to one damage roll of the channel. This bonus increases to +2 at sorcerer level 11 and +3 at 17. • **Light-Bearer.** You can shed bright light from your body in a 10-ft radius and dim light for an additional 10 ft at will (free action to activate or suppress). You learn the **Spark** cantrip if you do not already know it; it does not count against your Cantrips Known.

  • L7 Solar Skin

    The star's heat takes root in you. You gain: • **Resistance** to fire damage. • **Stellar Survival.** You can survive in conditions of extreme heat (up to and including direct stellar exposure short of a star's photosphere, GM discretion on edge cases) without taking environmental damage. You no longer need to drink water in hot environments at the normal rate (your body retains moisture better than ordinary biology). • **Bright Skin.** Your skin runs warm to the touch. Allies sleeping within 10 ft of you do not suffer environmental cold penalties down to ordinary winter conditions. You can be tracked by Rift-sense at greater than ordinary range — your sun signature is loud.

  • L11 Bloodline Flare

    Once per short rest, as an action, you can release the star at the surface of your skin. You project sunlight in a 30-ft radius centered on yourself for 1 minute. The area is brightly lit (bright light, with dim light for an additional 30 ft) and counts as sunlight for all rules purposes. When the flare activates, each hostile creature in the radius must make a Constitution saving throw against your channel save DC, taking **4d8 radiant damage** on a failure or half on a success. Creatures vulnerable to sunlight (vampires, Rift-shades, etc.) have disadvantage on this saving throw. Additionally, while the flare persists, the first hostile creature to enter the radius on each of its turns takes 1d6 radiant damage (no save).

  • L15 Solar Form

    The star in your blood becomes the catalyst. You no longer require material components or focus items to cast Sun-school channels — your body is the conduit. Verbal and somatic components, if required, are reduced: the channel can be cast with a gesture alone (no vocalization required) for Sun-school channels. Additionally, you permanently gain the following: • **Inner Light.** You cannot be hidden from in your own radius; creatures within 30 ft of you that benefit from invisibility, dim light, or magical darkness as concealment lose that benefit against you. • **Sun-Anchored.** You have advantage on saving throws against being Blinded, and effects that would impose disadvantage on your attack rolls due to dim light or darkness do not affect you. • Your fire-damage resistance from Solar Skin becomes immunity.

  • L18 Star Avatar

    Once per long rest, as a bonus action, you let the star fully surface. For 1 minute, you become a **Star Avatar**. While transformed: • You gain a flying speed equal to twice your walking speed. • You shed bright light in a 30-ft radius and dim light for an additional 30 ft; the light counts as sunlight. • You have advantage on attack rolls. • Sun-school channels you cast cost 1 fewer Channel Point than they otherwise would (stacks with Sun-Touched: minimum cost still 1). • At the start of each of your turns, each hostile creature within 10 ft of you takes 2d8 radiant damage (no save). • You have resistance to all damage except force and necrotic. The form ends early if you fall unconscious, dismiss it as a free action, or are reduced to 0 HP.