Base Class: Sorcerer
These sorcerers might be born due to an alignment of stars, or an Astral being visiting a child at birth. These sorcerers get their power from stars themselves, channeling the radiant energy within them to burn their foes with starlight.
Born of the night sky
You gain resistance to cold and radiant damage. Additionally, whenever you can see the stars, you have advantage on survival checks to navigate and you can tell where north is.
Star's fortune
You learn the guidance cantrip. You can cast this spell as a bonus action. Also, whenever you cast a spell of 1st level or higher, you can change the damage of that spell to radiant.
Expanded spell list
You know the following spells. They count as sorcerer spells for you and don't count against your known spells.
Level 1: guiding bolt
Level 3: darkness
Level 5: melf's minute meteors
Level 7: gravity sinkhole
Level 9: dream
Level 11: sunbeam
Level 13: crown of stars
You can replace spells gained from this feature for any divination, illusion or enchantment spell of the same level.
Starry cloak
Starting at 6th level, whenever you cast a sorcerer spell of 1st level or higher, a small mote of starlight begins orbiting you in your space, which lasts for 10 minutes. You can have a maximum number of motes equal to your charisma modifier +1 (minumum of 1). While you have at least one mote orbiting you, you shed bright light in a 10 foot radius, and dim light for an additional 10 feet.
Whenever you are hit by an attack or you fail a saving throw, you can expend a mote you have orbiting you as a reaction and roll a d4, and add the number rolled to your AC against that attack or to that saving throw.
Astral body
At 14th level, as a bonus action, you can undergo a transformation for 10 minutes during which you body glows like a star and a dark cloud of space dust swirls around you. During this time, you gain immunity to radiant damage and gain a flying speed equal to your walking speed. In addition, any spell that you cast that deals radiant damage can deal extra damage equal to your charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.
Supernova explosion
At 18th level, as an action, you create a gravitational pull that targets any large or smaller creature within 20 feet of you. These creatures are pulled within a range of 5 feet from you. Once you do this, a surge of power explodes from you.The creatures within 5 feet that you brought in must make a constitution saving throw against your spell save DC. On a failed save, they take 12d12 radiant damage and on a successful save, half as much damage. You then gain 1 point of exhaustion. You can't use this feature again until you finish a long rest or spend 5 sorcery points to use it again.
In addition all of your spells that deal radiant damage can bypass resistance to this kind of damage. In addition, you can spend 1 sorcery point to bypass immunity to radiant damage.
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