Base Class: Sorcerer
Great mages are not only trained with magic from the stars. Some are born with that power, an ancient force far beyond the comprehension of anything short of a God. The stars bless children, seemingly at random, with starlight, granting them powers of old.
Visions of the Veil
You can see a short distance into the future and use it to your advantage. Once per turn, when an enemy moves within 5 ft. of you and rolls an attack on you, you can use your reaction to teleport up to 10 ft. away in any direction, without provoking Opportunity attacks.
Blessing of the Stars
When you choose this ability, you gain access to power bestowed by one type of star, called your parent star. Each star grants a different power for all of your abilities.
Blue Star
When you choose this star, you gain resistance to cold damage.
Red Giant
When you choose this star, you gain resistance to fire damage.
White Dwarf
When you choose this star, you gain resistance to radiant damage.
Neutron Star
When you choose this star, you gain resistance to necrotic damage.
Blue Star
Your parent star is a blue star. It grants you resistance to cold damage.
Neutron Star
Your parent star is a Neutron Star. It grants you resistance to necrotic damage.
Red Giant
Your parent star is a Red Giant. It grants you resistance to fire damage.
White Dwarf
Your parent star is a White Dwarf. It grants you resistance to radiant damage.
Arcanum Lunae Lucem
The arcane potential of your parent star is unleashed, granting you a bonus depending on its type. You can use these a number of times equal to your proficiency bonus per long rest. These all cost no action.
Blue Star
When you cast a spell that requires a saving throw from an enemy, you can use the power of your star to give them disadvantage on the saving throw and chain the spell to another enemy who also gains disadvantage.
Red Giant
When an ally has to make a saving throw within 30 ft. of you, you can empower them. If they fail the saving throw, they gain the effects of succeeding it, and if they succeed, there is no effect.
White Dwarf
When You a spell on a creature that requires an attack roll, on a hit, that creature is knocked prone and takes additional radiant damage equal to your sorcerer level.
Neutron Star
When you cast an Area of Effect spell, all creatures in that area of effect are pulled 5 ft. closer to the center, or if it is a line spell, they are pulled 5 ft. closer to you.
Faith in the Stars
Your parent star grants you a new ability, blessed by the power of The Gods.
Blue Star
When you cast a spell that deals cold damage, all enemies who are either hit or fail the saving throw of the spell have their speed reduced to 0 until the end of your next turn.
Red Giant
When you cast a spell that deals fire damage, all enemies who are either hit or fail the saving throw of the spell must make a dexterity saving throw equal to your spell save every turn for 1 minute or take 1d6 fire damage.
White Dwarf
When you cast a spell that requires an attack roll, you can use your blessing to force them to make a constitution saving throw of your spell save or be blinded and deafened for 1 minute or until dispelled.
Neutron Star
When you cast an area of effect spell, you can replace the damage with necrotic damage and heal for half of the damage you deal to one creature who failed the saving throw, or full damage from one who succeeded.
Tesseract
You hold the fate of the universe in the palm of your hand. Your parent star grows empowered by you every day, granting you a new action to use. You can use this once per short or long rest. You must choose the ability granted by the same star you chose in your Blessings of Starpower.
Blue Star
You unleash a beam of pure cold energy. All creatures within a 45 ft. line of you must make a constitution saving throw of your spell save or be petrified until the end of their next turn and take 4d10 cold damage as the ice of the blue star freezes them solid. On a successful save they take full damage but are not frozen.
Red Giant
You shoot a cone of heated flame. All creatures in the 30 ft. cone must make a dexterity saving throw equal to your spell save or take 5d12 fire damage and take max damage from all attack rolls for 1 minute as they become charred by pure flame. On a successful save they take half damage and are not charred.
White Dwarf
You conjure a slow-moving sphere of condensed plasma. It travels 10 ft. per round, and each creature within that area take 6d8 radiant damage and are blinded until the end of their next turn as the radiant light of the gods smites them.
Neutron Star
You burst with the power of a black hole. Each creature of your choice within 25 ft. of you must make a constitution saving throw or take 10d6 necrotic damage. You heal for the full damage of the effect dealt to every creature. On a successful save they take half damage, but you are still healed.
Blue Star
You unleash a beam of pure cold energy. All creatures within a 45 ft. line of you must make a constitution saving throw of your spell save or be petrified until the end of their next turn and take 4d10 cold damage as the ice of the blue star freezes them solid. On a successful save they take full damage but are not frozen.
Neutron Star
You burst with the power of a black hole. Each creature of your choice within 25 ft. of you must make a constitution saving throw or take 10d6 necrotic damage. You heal for the full damage of the effect dealt to every creature. On a successful save they take half damage, but you are still healed.
Red Star
You shoot a cone of heated flame. All creatures in the 30 ft. cone must make a dexterity saving throw equal to your spell save or take 5d12 fire damage and take max damage from all attack rolls for 1 minute as they become charred by pure flame. On a successful save they take half damage and are not charred.
White Dwarf
You conjure a slow-moving sphere of condensed plasma. It travels 10 ft. per round, and each creature within that area take 6d8 radiant damage and are blinded until the end of their next turn as the radiant light of the gods smites them.
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