Sorcerer
Base Class: Sorcerer

The Star-Struck

Perhaps you were out stargazing, seeing a shooting star for the first time. Or maybe you were performing some night- time duty, and just happened to look upward. Or possibly, you even called on it, wishing for powers beyond this realm. Either way, you didn't avoid the little comet as it struck your body.

You have been infected with a star-born parasite, an eldritch entity from the heavens, which grants you great boons and curses as you wrestle to control it. Will you keep your sense of 'self' intact, or will your identity be consumed by this horror from the beyond?

Additional Spells

You gain the following spells. They do not count towards your spells known, and they count as sorcerer spells to you.

  • (1st level): Colour Spray
  • (3rd level): Moonbeam
  • (5th level): Daylight
  • (7th level): Arcane Eye
  • (9th level): Telekinesis

Symbiotic Nature

You are sharing your body with a celestial parasite. Because of this, you gain the following boons and drawbacks:

  • You require twice the amount of food in order to sustain yourself.  
  • You have disadvantage against saving throws against effects that cause exhaustion. 
  • You are immune to the petty diseases of the mortal realm.
  • You always know which  way is north, as you feel a strange pull towards the north star.

 You may also hear whispers in your head by the parasite. Its meaning can be unclear, often pure nonsense. At the DM's discretion, it may drop a hint or two, compel you to do questionable things and otherwise complicate your adventures.

Alien Magic

Your magic comes from an entity partially beyond your control, and as such, you don't have full control over your new- found magic. 

When you cast a sorcerer spell of 1st level or higher, roll a d12.

  • If you roll a 2 or lower, the spell fails without expending the spell slot, wasting the casting time.
  • If you roll between 3 and 10, the spell takes effect as usual.
  • If you roll an 11 or higher, you cast the spell as normal, except it is cast at a higher level than you intended. The resources spent do not change, but the spell will act as if it is one level higher than the spell slot you used to cast it. 

Each time you masterfully control or fail to control your magic, it has an impact on your future spells. You have a Control Modifier that modifies the result of the Alien Magic.
-When you roll on the d12, you gain a bonus (or penalty) equal to the Control Modifier. This bonus only affects the result of the list above.
-If you roll a natural 12 on the d12, you add 1 point to the Modifier. If you roll a natural one on the d12, you remove 1 point from the Modifier. The modifier can go as low as -4 and as high +4.

Star-born adaptation

At 6th level, the parasite has grown and evolved, granting you additional boons depending on the nature of the parasite.

Choose one of the following boons. You gain one additional boon at level 10.

Alien Biology

The parasite has become part of your biology. Your body is able to recover more efficiently than most mortals, or the parasite can siphon your life force when resting.

When you regenerate hit points using hit dice, you also regain 1d4 extra healing per hit dice spent.

Alternatively, you can spend one or more hit dice to recover sorcery points during a short rest. You regain two sorcery points per hit dice spent.
Roll each hit dice that you spend in this way. You take necrotic damage equal to the number rolled. This damage cannot be reduced by any means.

Celestial Mind

You have advantage on all constitution saving throws made to maintain your concentration. 

Eldritch Armour

The parasite causes your skin to harden, making it stiff as leather. As long as you aren't wearing armour, your AC equals 10+your dexterity modifier+your charisma modifier.

Gentle Light

As an action, you can spend 2 sorcery points to give temporary hit points to a creature you touch. These temporary hit points are equal to 2d4+your level, and remain for 24 hours.

Otherworldly Senses

The parasite has embedded itself in your eye, giving you perception beyond what most mortals do.
You gain blindsight for 20 ft. 

Vigilant Mind

During a long rest, you remain vigilant as you and the parasite takes turns sleeping. Additionally, you cannot be put to sleep by magical means.

Aberrant Defences

Also at 6th level, your parasite protects your mind from harm. At the very least, harm from entities other than itself.

You have resistance against psychic damage, and you gain a +2 bonus to intelligence saving throws, as well as wisdom saving throws. 

Type of Magic

(14th level) As you and your parasite grow stronger together, you struggle for control. In the lore, who has the most control is decided by the willpower of the infected, which clashes against the power of the infection. Since this is a game, however, you get to decide who is more powerful.

Choose either Controlled Magic, or Untamed Magic. These represents whether the host or the parasite has more control over their shared powers, and replaces the table in Alien Magic. When you complete a long rest, you can choose again who was the most control. To do so, go back in the builder and the option below.

Controlled Magic

Despite the parasite's best efforts, you manage to keep it in submission to you. 

  • If you roll 6 or below, you cast the spell as normal.
  • If you roll between 7 and 9, you cast it as normal, except you also gain a +2 bonus to spell attack rolls and saving throw DCs.
  • If you roll a 10 or 11, you can choose to gain 2d12 temporary hit points that lasts for 1 hour, or regain 2 expended sorcery points.
  • If you roll an 12 or above, you gain a flying speed equal to your current speed until the start of your next turn.

 

Untamed Magic

The parasite has grown mighty and wild, only barely controlled by you. It has not swallowed you (yet), but its powers are fearsome and untamed.
When you cast a sorcerer spell of 1st level or higher, roll a d12. 

  • If you roll 2 or below, you take 2d6 force damage as you cast the spell.
  • If you roll between 3 and 6, the spell is cast as normal.
  • If you roll between 7 and 9, all creatures within 15 feet of you must succeed on a constitution saving throw. If they fail, they take 2d12 radiant damage and are blinded until the start of your next turn; on a successful save they take half as much damage and aren't blinded. 
  • If you roll a 10 or 11, the eldritch power inside your body momentarily defies gravity. Until the end of your next turn, you begin to levitate as though the Levitate spell was cast on you. During this time, you can disengage as a bonus action. 
  • If you roll a 12 or higher, the spell is cast as normal, EXCEPT that it is treated as though it was cast using a spell slot one level above the one consumed. 

Newborn Star

At 18th level, the parasite is nearly full-grown. Depending on your Type of Magic, you gain one of two abilities:

Newborn Star (Controlled)

You and the visiting mind are able to seamlessly work together, able to hold onto spells independently of each other. You can now concentrate on two spells at once, instead of just one. 

If you cast a spell that requires concentration when you already concentrate on two spells, you must choose one spell that you end concentration on. If an effect causes you to make a Constitution saving throw or lose concentration, such as taking damage, you roll a separate saving throw for each spell you concentrate on. You cannot benefit from the Celestial Mind adaptation while concentrating on two spells. 

All other rules regarding concentration (that don't conflict with these ones, obviously) still apply.

Newborn Star (Untamed)

As an action, you can unleash a great, blinding light, as the star- born defends itself more fiercely than ever before. 
ALL creatures who can see you must succeed on a Constitution saving throw against your spell save DC or become blinded for 1 minute. Additionally, all creatures within 30ft of you (and not behind total cover) takes 6d12 radiant damage, or half that damage if they succeeded on the Constitution saving throw mentioned before. If they did not already roll a constitution saving throw (for example, if they are blind), they will do so now.

Once you use this feature, you cannot use it again until you finish a long rest.

The End...

As the Star-born entity has grown to almost- maturity, it begins to get ready to journey back to its rightful place among the stars. From the moment you gain this feature, your character has two, maybe three moon-cycles left to live. After that, the creature that they have nourished for so long will tear itself from your character's skin, either killing them in the process or bringing them along with them to the cosmos. 

The time your character has to live can be extended with the help of powerful magic, or even the gods themselves. However, no matter how long it has to wait, the Entity WILL return to the stars. It is only a matter of time.

Previous Versions

Name Date Modified Views Adds Version Actions
7/14/2021 11:31:26 AM
974
14
--
Coming Soon
8/5/2021 10:23:49 AM
513
2
1.1
Coming Soon
6/12/2023 11:29:59 AM
537
11
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes