Celestial Descendant

A Sorcerous Origin of celestial ancestry that makes Sun Channel spells cheaper and stronger, grants fire resistance and adds a radiant flare.

Identity

The Celestial Descendant is the Sorcerous Origin whose line crossed with a celestial somewhere back, the trait skipping generations before it appeared. Descendants are born to ordinary parents in ordinary places and are recognized early by people who have seen it before: a room settles around them and the light reads half a shade wrong. Aurelion houses record the trait and sometimes cultivate it, and Halcyion temples treat it as a vocation whether or not the Descendant agrees.

Features

  • L3 Celestial Blood

    You gain the following: Solar Affinity. Spells you cast from the Sun Channel cost 1 fewer Spell Point (minimum 1, and cantrips remain free). This does not stack with your Innate Affinity discount if your Affinity Channel is already Sun. Searing Edge. When you deal fire or radiant damage with a spell of 1st level or higher, add +1 to one damage roll of the spell. The bonus increases to +2 at Sorcerer level 11 and +3 at Sorcerer level 17. Light-Bearer. At will, as a free action, you can shed bright light in a 10-foot radius and dim light for an additional 10 feet, or suppress the light. You learn the Ember cantrip if you do not already know it. It does not count against your cantrips known.

  • L7 Radiant Skin

    You gain the following: You have resistance to fire damage. Stellar Survival. You can survive extreme heat, up to and including direct exposure to a star short of its photosphere, without taking environmental damage. The GM decides edge cases. You need less drinking water than normal in hot environments, because your body retains moisture better than ordinary biology. Bright Skin. Your skin is warm to the touch. Allies sleeping within 10 feet of you take no environmental cold penalties down to ordinary winter conditions. Creatures with Rift-sense can sense you from farther than ordinary range.

  • L11 Bloodline Flare

    Once per short rest, as an action, you can flare. Sunlight fills a 30-foot radius centered on you for 1 minute. The area is bright light, with dim light for an additional 30 feet, and counts as sunlight for all rules purposes. When the flare starts, each hostile creature in the radius must make a Constitution saving throw against your spell save DC, taking 4d8 radiant damage on a failure or half as much on a success. Creatures vulnerable to sunlight, such as vampires and Rift-shades, have disadvantage on this saving throw. While the flare lasts, the first hostile creature to enter the radius on each of its turns takes 1d6 radiant damage (no save).

  • L15 Solar Mastery

    You no longer need material components or a focus to cast spells from the Sun Channel, and you can cast them with a gesture alone, without vocalization. You also permanently gain the following: Inner Light. Creatures within 30 feet of you lose the benefit of invisibility, dim light or magical darkness as concealment against you. Sun-Anchored. You have advantage on saving throws against being Blinded, and dim light or darkness never imposes disadvantage on your attack rolls. Your fire resistance from Radiant Skin becomes immunity.

  • L18 Star Avatar Capstone

    Once per long rest, as a bonus action, you can let the star fully surface and become a Star Avatar for 1 minute. While transformed: You have a flying speed equal to twice your walking speed. You shed bright light in a 30-foot radius and dim light for an additional 30 feet, and the light counts as sunlight. You have advantage on attack rolls. Spells you cast from the Sun Channel cost 1 fewer Spell Point than they otherwise would. This stacks with Solar Affinity, and the minimum cost is still 1. At the start of each of your turns, each hostile creature within 10 feet 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 hit points.