Sorcerer
Base Class: Sorcerer

You have been touched by a Star.

Eyes of the Stars

Starting at 1st level, you have darkvision with a range of 120 feet. Additionally, you gain access to the minor illusion cantrip. It does not count against the number of spells you know.

When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Astral Resilience

Starting at 1st level, your tie to the astral makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Command Constellation

At 6th level, you gain the ability to call forth a shimmering constellation of stars to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a Wolf Constellation, an Eagle Constellation, or an Octopus Constellation to target one creature you can see within 120 feet of you. The Constellations use the dire wolf, giant eagle, or giant octopus statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

  • The creatures are size Medium, not Large, and count as a celestial, not a beast.
  • They appear with a number of temporary hit points equal to half your sorcerer level.
  • They can move through other creatures and objects as if they were difficult terrain. The Constellations take 5 force damage if they end their turn inside an object.
  • At the start of its turn, the Constellation automatically knows its target’s location. If the target was hidden, it is no longer hidden from the Constellation.

The Constellation appears in an unoccupied space of your choice within 30 feet of the target. The Constellation takes its turn immediately after yours. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The Constellation can make opportunity attacks, but only against its target. Additionally, while the Constellation is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The Constellation disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Star Paths

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. Additionally, when you are in bright light, as a bonus action, you can magically teleport yourself and up to one willing creature up to 60 ft. to an unoccupied space you can see. You may only use this version of the feature an amount of times equal to your Charisma modifier per long rest.

Stellar Radiance

Starting at 18th level, you have mastered the manipulation of stellar energies, allowing you to channel the brilliance of the cosmos into your being. As an action, you can spend 6 sorcery points to unleash your Stellar Radiance, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. During this time, you gain the following benefits:

  • You and friendly creatures within the bright light shed by your Stellar Radiance have advantage on saving throws against being frightened, and you gain resistance to psychic damage.
  • As an action on your turn, you can expend a spell slot to release a burst of radiant energy in a 15-foot radius centered on yourself. Each creature of your choice in that area must make a Constitution saving throw against your spell save DC. On a failed save, the target takes 2d10 radiant damage plus an additional 1d10 radiant damage for each level of the spell slot expended. On a successful save, the target takes half as much damage.
  • While your Stellar Radiance is active, if you or a creature within 30 feet of you that you can see would be hit by an attack, you can use your reaction to impose disadvantage on the attack roll, as radiant energy flares around the target, interfering with the attacker's aim.

This form ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

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