School of Heliomancy
Heliomancy Savant
Beginning when you select this school at 2nd level, the gold and
time you must spend to copy a spell that deals radiant damage
into your spellbook is halved.
Also, all spells that deal radiant damage are considered to be on
the wizard spell list for you, allowing you to add such spells to
your spellbook. These spells are considered wizard spells for you,
but other wizards can’t copy these spells from your spellbook into
their own spellbooks.
Improved Light
When you choose this school at 2nd level, you learn the light
cantrip. If you already know this cantrip, you learn a different
wizard cantrip of your choice. The cantrip doesn’t count against
your number of cantrips known.
For you, light has a casting time of 1 bonus action, a casting
range of 120 feet, and the spell no longer ends if you cast it again.
Instead, you can have a number of lights equal to your
Intelligence modifier (a minimum of 1) at once. If you cast light
when you already have the maximum number of lights active, you
choose one of the lights to dismiss. You can also dismiss a light
using your bonus action. Lastly, you can choose to target a
creature directly when you cast light. If you target a hostile
creature, the creature must succeed on a Constitution saving
throw to avoid the spell.
Potent Luminosity
At 6th level, whenever you cast light and directly target a hostile
creature, you can expend a spell slot of 1st level or higher to
make the light more potent. You make this choice before the save
is rolled, and if the creature fails its save, it is blinded until the
end of your next turn if you expended a slot of 1st level or higher.
If you expended a slot of 2nd level or higher, the creature also
takes 1d10 radiant damage per slot level above 1st on a failed
save, or half as much damage on a successful save.
Solar Magic
Also at 6th level, you add the daylight spell to your spellbook.
For you, daylight can be cast as a ritual.
Arcane Radiance
Starting at 10th level, when you use Potent Luminosity or cast a
spell of 1st level or higher that deals radiant damage, you are
briefly surrounded by an aura of light. Until the start of your next
turn, bright light shines from you in a 20-foot radius, and dim
light shines 20 feet beyond that. The bright light is considered
difficult terrain for hostile creatures, and for the duration your
movement doesn’t provoke opportunity attacks. Creatures
immune to the blinded condition can still make opportunity
attacks against you, however.
Exposing Light
At 14th level, the light you conjure begins to expose weaknesses
of creatures within it. When a creature within an area of bright
light that you’ve created would make a saving throw against one
of your spells, you can choose to impose disadvantage on that
saving throw. Once you impose disadvantage on a saving throw in
this way, you can’t impose it against the same creature again until
you finish a short or long rest.
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