The Sorceress Who Glows Like a Villain but Fights Like a Hero
Character Type: Player Character
Build Type: Roleplay-Focused
Build Role: Area Damage / Tactical Control
Mike’s Thoughts from the Barstool
She glows, lad. Not the warm, bless-yer-knees type glow. No — cold moonlight and funeral incense glow. Like she’s halfway through summonin’ somethin’ from under the floorboards.
Sorin’na Lightveil — sorceress, orphan of dusk, voice like honey in a crypt. And that laugh? It’s the kind that makes seasoned warlocks grab holy water. Sounds like she’s just poisoned a king and lit a cathedral on fire — except she’s probably just baked muffins for the orphans down the street.
Even worse, she carries that cursed pigsticker — The Dagger That Hates the Sun. Jet-black fang of a weapon, muttering shadows when it’s drawn. Not a villain’s dagger — a misunderstood loner’s dagger, just like her.
But Sorin’na’s a hero, make no mistake. She saves whole villages, one soul at a time. And she don’t mind bein’ feared if it means folks survive. Just don’t ask her to attend any charity galas. Or say grace.
When Light Wears Shadows Like a Cloak
👉 At Mike’s Tavern, we know the best characters ain’t easy to judge. Sorin’na’s glow might chill yer spine, but her magic saves yer hide. See more spellcasters with strange tales in Player Builds & NPCs, or equip her with a shadowed soulstick from the Tavern Armory.
Build Overview: Sorin’na Lightveil, the Shadowlit Grace
Background & Class
Race: Half-Elf (chalk-pale skin, light-drinking silver eyes)
Class: Sorcerer (Radiant Bloodline homebrew variant)
Background: Temple-born, raised by a silent order who taught light... in darkness.
Alignment: Neutral Good
Signature Quirk: Laughs like she’s hexing ya, even when she’s helping.
Level 10 Stat Snapshot
HP: 60
AC: 15 (natural; uses Mage Armor or Cloak of Shadows)
Spell Save DC: 17
Main Weapon: The Dagger That Hates the Sun
Dagger Bonus: +1d8 psychic damage in dim or no light
Passive Perception: 14
Proficiencies: Arcana, Insight, Deception, Performance
Sorcery Points: 6
Signature Spells
1. Pale Nova (Custom Spell)
Evocation, 4th Level
Emits a sphere of radiant light (20 ft radius) that blinds all foes but heals allies for 2d6. Allies feel warmth. Enemies feel exposed.
Enemies must make a CON save or be blinded until end of next turn.
2. Dimming Veil (Custom Spell)
Illusion, 2nd Level
Shrouds the caster in misty, iridescent shimmer — reduces ranged attacks against her by disadvantage until start of next turn.
Creatures who fail a WIS save are convinced she’s fading into shadow — won’t target her unless no other options remain.
Why the Dagger Works With Her
This dagger don’t want the sun. Neither does she. The Dagger That Hates the Sun thrives in shadow, whispers in moonlight, and hums like a warning bell in her belt loop. It ain’t evil — it just looks like it is.
Same with Sorin’na. Her radiant magic bursts through shadow like truth from a crypt. And when she slashes someone with that cursed tooth, the party thinks she’s snapped… right until the healing nova blinds the real threat behind them.
Roleplay Hooks
Practices her laugh in private, hoping to “lighten it up.” So far, no luck.
Known in several towns as “The Pale Witch Who Saved My Daughter.”
Keeps track of every person she’s scared off accidentally. It’s a long list.
Refuses to kill unless it’s absolutely necessary — and even then, apologizes.
Let the World Judge — She’ll Save It Anyway
👉 Sorin’na ain’t here to explain herself. She’s here to cast blinding radiance, wield a dagger made of whispers, and walk back into the dark after savin’ the lot of ya. Get more like her in the Player Builds & NPCs, or explore more cursed weapons that ain't what they seem in the Tavern Armory. Still think she's a villain? Come say it to me face.
FAQ
Q: Doesn’t the dagger’s curse make her evil?
A: Nah. Just makes her misunderstood. Ain’t the weapon’s job to define the wielder.
Q: Can players recruit Sorin’na in a campaign?
A: Aye, if they don’t run from her first. She’s loyal once trusted — and terrifying on their side.