Solar Sorcery
This subclass is Suriel's adaptation to the Lunar Sorcery of Krynn. As Suriel has no moons to speak of but has instead three (or perhaps four) suns.
Level 3: Solar Embodiment
You learn additional spells when you reach certain levels in this class, as shown on the Solar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
| Spell level | Yellow Sun | Cayn Sun | Majenta Sun | Black Sun |
| 1st | Shield | Disguise Self | Cure Light Wounds | Dissonant Whispers |
| 2nd | Silence | - | Lesser Restoration | Blindness/Deafness |
| 3rd | Counterspell | Phantom Steed | Dispel Magic | - |
| 4th | - | Hallucinatory Terrain | Death Ward | Confusion |
| 5th | Scrying | Mislead | - | Hold Monster |
Whenever you are under a specific sun, you can bask in its light (or lack thereof) for 1 hour, and then choose to embody its solar power through your magic: Yellow Sun, Cayn Sun, Majenta Sun, or Black Sun. While in the chosen phase, you can cast one 1st-level spell of the associated Sun in the Solar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
You continue to embody your chosen solar power until you change it by spending an hour under the specific sun; therefore, for example, during months of travel in the Underdark, you will not be able to change the Sun you embody.
Level 3: Solar Flare
(replacing Moon Fire - no mechanical change)
You can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
Level 6: Solar Boons
(replacing Lunar Boons)
The current phase of your Solar Embodiment can affect your Metamagic feature. Each Solar Embodiment phase is associated with its spells. Whenever you use Metamagic on a spell you gain from your Solar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 6: Rise and Set
(replacing Waxing and Waning)
You gain greater control over the phases of your Solar magic. As a Bonus Action, you can spend 1 sorcery point to change your current Solar Embodiment for a different one. You can now cast one 1st-level spell from each Solar Embodiment of the Solar Spells table once without expending a spell slot, provided your current Embodiment is the same as the Solar Embodiment spell. Once you cast a Solar Embodiment spell in this way, you can't do so again until you finish a long rest.
Level 14: Solar Empowerment
(replacing Lunar Empowerment)
The power of a Solar entity saturates your being. While you are in a Solar Embodiment, you also gain a following benefit associated with the that sun:
- Yellow Sun: You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
- Black Sun: You have advantage on Dexterity (Stealth) checks. In addition, while you are in darkness, attack rolls have disadvantage against you.
- Cyan Sun: You have advantage on all Charisma skill checks and saving throws.
- Majenta Sun: You have resistance to necrotic and radiant damage.
Level 18: Solar Phenomenon
(replacing Lunar Phenomenon)
As a bonus action, you can tap into a special power of your current Solar Embodiment. Alternatively, as part of the action you take to change your Solar Embodiment using the Rise and Set feature, you can immediately use the power of the Solar Embodiment you are entering:
- Yellow Sun: You radiate sunlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
- Black Sun: You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn or until immediately after you make an attack or cast a spell.
- Cyan Moon: You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.
- Majenta Sun: You radiate a circle of positive energy. Any creature of your choice within 30 feet of you, including yourself, gains one of the following effects of your choice: (a) A lesser restoration spell; (b) heals 3d8 hit points; (c) gains advantage one of their rolls until the end of their next turn. Additionally, you gain an instant Augury spell and receive an immediate response.
Once you use one of these benefits, you can’t use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.