Base Class: Sorcerer
Born of the stars or influenced by an Aberration be that a curse or birthright, you have control of the stars, you command them and they watch over you, the infinite cosmos is at your fingertips and you can call down their power in the form of devestating Extraterrestrial objects impacting your enemies, or magic taking the form of stars to protect you daily, there may be many ways you came into contact with this power, but how you use it is up to you.
Starlight
At will you can project a magical star light from above your head, the light is 30 feet of bright light and a further 30 feet of dim light, when the light is active Aberration type creatures will be less likely to target you as the light is familliar however they will still be hostile to you and will act as normal if attacked by you.
From the Stars
Starting at 1st level, you gain acces to an expanded spell list and lear Deep Speech and telepathy up to 5 feet that only works on aberrations
Starborn Expanded Spells:
1st Level: Dissonant Whispers, Cure Wounds
2nd Level: Pass without Trace, Moonbeam
3rd Level: Bestow Curse, Revivify
4th Level: Black Tentacles, Death Ward
5th Level: Dawn, Planar Binding
6th Level: Word of Recall, Find the Path
9th Level: Astral Projection
This expanded spell list comes with some aditional benefits, spells from this list do not consume a spell slot when cast but can only be cast once a day and must be prepared first.
Star Power
At 6th level, when you wake up in the morning the stars that have blessed you with this power come to protect you, when you wake up roll 1d6, the result of this roll produces that many magic missiles that stay with you until you roll again next Dawn, you can use these magic missiles just like normal magic missiles, at level 12 the die changes to 1d8 and at level 18 1d12.
Star's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal force damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker is stunned and blinded, until it makes the save.
Comet
At 18th level, you gain 60 feet of flying speed as you fly around like a comet in the sky.
Once a day you can also call forth a celestial body such as a comet or meteoroid to impact an area of your choice, the impact causes 14d6 of Cold damage for a comet or fire damage for a meteoroid.
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