Base Class: Sorcerer
As the outer layers of stars fall inward, crushing their cores with unimaginable gravitational force, the heat explodes into a supernova. Large amounts of energy and material release sending shockwaves across the galaxy. You tap into the crushing force of the stars to warp space and time around both the spells you cast and towards the enemies that stand in your path.
Gravitational Lance
When you hit a creature with a spell targeting a single opponent, you can warp gravity around the spell to push the creature up to 10 feet away from you in a straight line.
Stellar Spells
You learn additional spells when you reach certain levels in this class, as shown on the Astronomic 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. You can ignore the material components required for these spells.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock or wizard spell list.
Graviturgy Sorcery
When you cast any spell of 1st level or higher from your Cosmic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
Accretion Disk
When you push an opponent with your gravitational lance you can create a disk of gravitational force around the target that pulls any creature in a 10ft radius 5ft closer. This ability only affects creatures once a turn.
Magnetar Mutation
You can channel the energy from a dying star to alter your form. As a bonus action, you can spend 1 or more sorcery points to magically alter your self for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You manipulate gravity in such a way that you can fix your body in place. If you are fixed in the air, a creature can use an action to make a strength check against your spell dave DC. On a success, the creature can move you up to 10 feet.
- You can now alter the relationship between time and space. Once per round you can teleport 30ft in any direction. When using this ability it looks like you are pulling an invisible rope to your desired location.
- Your body can partially sustain itself in the vacuum of space. You no longer have the need to breath oxygen.
- You can alter the light around your body. You and anything you are wearing or carrying is invisible. The effect ends when you attack or cast a spell.
Devouring Singularity
You create a sphere centered on a point you choose within 150ft. The sphere can have a radius of up to 30 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.
For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Any creature that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.
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