The Radiance, Homebrew Subclass

''The Radiance is known to astromagi as the source of all that is light in the cosmos, including celestial beings and gods alike. It is one of the more widely-studied topics between astromagi, and as such, The Radiance is known to house unfathomable power associated with fire, radiance, and lightning.''

Dawn's Glory
At 3rd level:


 * You gain proficiency in Medicine or Religion.


 * As a bonus action, you can envelop yourself in an otherworldy aura that emits strong light in a 10ft radius centered on you. Donning this aura gains you 2 levels of exhaustion, but causes 1d4 fire, 1d4 radiant, and 1d4 lightning damage to chosen creatures who end their turn within its range. The levels of exhaustion are removed once the aura is removed.
 * If you successfully damage a target with a fire, radiant, or lightning attack, the target is stunned and becomes vulnerable to the damage type used until their next turn. If the target has a resistance to the damage type, it is instead removed until the end of their next turn.

You can use these abilities once after a short rest.

Glint of Promise
At 7th level:


 * You can infuse an item with either fire, radiant, or lightning. You can infuse an item during a short or long rest, and you may only infuse two items at a time; infusing a third item will dispel the effects of the first item that has this effect. You can infuse one additional item when reaching 11th, 15th, and 20th level.
 * Non-Combat items will cause warmth, glow, or interrupt magical sources for a brief period of time.
 * Armor items will become resistant to the chosen type of damage.
 * Weapons, spell foci, and books used will gain 1d6 additional damage of the chosen type. If the weapon or spell has the same damage type than what it has been imbued, it gains 2d6 instead.
 * You may also treat a weapon or armor as a non-combat item in regards to these effects.

Morning Gleam
At 11th level:


 * Any Medicine, Nature, & Religion checks can be done with advantage.


 * Your aura extends to 15ft, and have grown so accustomed to the light that you've become immune to its exhaustion-inducing properties. The damage dice increases to 2d8.
 * You may now cause susceptibility to fire, radiant, or lightning damage four times per short rest.

Flaring Daylight
At 15th level:


 * You can glow bright with the blaze of the sun, casting bright light within 60ft of you, and shedding dim light for an additional 60ft. This light behaves as sunlight, causing any creatures that have sunlight sensitivity traits (disadvantage, take damage, etc) to be affected by them. Fiends, undead, beings of the night, or beings from the Shadowfell have automatic disadvantage to all of their rolls while within the light. You can use this ability once per long rest.

Zenith Blaze
At 20th level:


 * Your aura extends to 20ft. While you are donning the aura, each creature of your choice mist make a Constitution saving throw against your Spell save DC. On a failure, they become blinded for 10 minutes, stunned, and become vulnerable to fire, radiant, and lightning damage from all sources until the end of their next turn.
 * If you successfully damage a target with a fire, radiant, or lightning attack while they are vulnerable to the damage type of your attack, you may double the final damage. You can use this ability once per long rest.