

Amber Hearth
Amber Hearth Rework
Theme focused: More comets related, less pocket sun theme
Focus on spell slinging, less incremental buffs.
Sky base spells. Comets, sunrays, beams of light, Barrage of light, etc.
Infusion into the current DnD class rather than a whole new set of spells and “class”.

Boon #01: Baptized by Sun. Requires 1 perk(s)
With the gifts of light from the different Gods of Sun & Stars, each boon provides new access to Sun Spells that are further upgradable through the perk system.
You gain Sun Charges up to 3 (+1 per 2 perks) after each long rest. Sun Charges can be used to cast Sun Spells. They are considered spells and evocation spells for the purpose of spell identification. However, casting Sun Spells ignores the number of spells casting limit per turn.
Sun Spell Attack Modifier: 1 (+1 per 2 perks) + your proficiency bonus.
Sun Spell DC: 10 + Proficiency bonus (+1 per 2 perks) or your Highest Class Spell DC. (Whichever is the highest).
Cost of Sun Spell: 1 Sun Charge per level of spell.
Skycrash Comets
Level: One. Casting Time: Bonus action. Range: 60ft. Components: V, S. Duration: 1 round.
Shatter Solarite rocks into chunks a Skycrash Comet, make a range attack for each Comet. On hit it deals 1d8 Fire or Radiant damage.
For each additional Sun Charge (Up to 9): Add 1d8 Fire or Radiant damage to each Comet.
Forge by Light
Level: One. Casting Time: Bonus action. Range: 30ft. Components: V, S. Duration: 1 minute.
Bless a creature for the duration. Once per turn when the target makes an attack, light bounces onto another creature that you can use the same attack roll result onto within 20ft of your initial target. On hit, the target takes 1d6 Radiant damage.
For each additional Sun Charge (Up to 9): Add additional +2 damage.
Holy Star Rays
Level: One. Casting Time: Bonus action. Range: 30ft. Components: S. Duration: 1 hour
Heal a creature 1d6 hitpoints. If the target is already at maximum health, instead increase their Maximum Hitpoints by that amount instead. Does not stack with itself.
Boon #02: Voice of the light. Requires 3 perk(s)
Infuse your Sun spells into any spell or abilities you have. They still cost Sun Charges to cast or infuse but follow the infused Spell or Ability’s action economy instead.
Skycrash Comets
Condition: If Spell or Ability deals damage, this Sun Spell can Infuse with it.
Infused: Cast Skycrash Comets along with the infused Spell or Ability. Cannot gain advantage or disadvantage to the attack roll.
Forge by Light
Condition: If Spell or Ability empowers or buffs a willing creature, Self, Weapon or object. This Sun Spell can Infuse with it.
Infused: Cast Forge by Light along with the infused Spell of Ability. Set duration to match the Infused Spell or Ability.
Holy Star Rays
Condition: If Spell or Ability heals Hitpoints or increases their maximum hitpoints. This Sun Spell can Infuse with it.
Infused: Instead of healing 1d6, add 2 dice or +2 flat value of the infused Spell or Ability.
Boon #03: Infusion of Light. Requires 5 perk(s)
Unlocks a new Sun Spell called Solarite Beam, along with its Infusion condition and ability.
Solarite Beam (Sun Spell).
Level: Three. Casting Time: Bonus action. Range: 30ft. Components: V, S. Duration: 1 minute.
Release a 5ft radius beam of light from the sky within 30ft of you, targeting 1 creature. When a creature enters the ability’s area for the first time on a turn or starts its turn there, they must make a Constitution Saving throw. On a failed save, take 4d8 Radiant damage, halved damage on a successful save. You can only have up to 1 (+1 per 3 perks) Solarite beam at any given time.
At the start of your turn, the beam will take the most direct route to that target up to 30ft movement, damaging all creatures along the way. A creature can only be affected by one beam at a time. If the targeted creature dies, the beam remains at its spot for the remaining duration.
Infusion Condition: If a Spell or Ability deals damage to 4 or more creatures from one damage instance source. This Sun Spell can Infuse with it.
Infused: Release a Solarite Beam upon a target of your choice affected by the infused Spell or Ability, it then focuses on that target until it dies or Solarite Beam expires.
Boon #04: Transcendence of Light. Requires 7 perk(s)
Whenever you spend Sun Charges, you can release an implosion of Light around you. Dealing 2 Radiant damage per Sun Charges spent around 15ft radius of you to chosen creatures.
After Infusing a Sun Spell and finishing casting the Infused Spell or Ability, you may recast a Sun Spell for free as a free action this turn. This Sun Spell cannot be infused.
Boon #05: Wrath of Eternal Light. Requires 9 perk(s)
Once per Long Rest, as a free action during your turn you may unleash the Light and Star within the heart. Whenever you cast or Infuse a Sun Spell, repeat that Sun Spell once (does not retrigger this ability). This lasts for 8 hours or until you drop to 0 hitpoints.
Whenever you roll for initiative with 1 or less Sun Charge, gain 3 Sun Charges after the roll.