Sorcerer
Base Class: Sorcerer

Starborn: A prodigy-level sorcerer born during auspicious celestial events.  Legends and myths across most cultures revere these beings as they have been known to hold sway over global events. Whether they are elders or shamans, kings or queens, heroes or villains these individuals have been chosen by fate to shape the world.  For better or worse their actions will propel the world into paradise and ages of peace or plunge it into depravity, barbarism, or catastrophe. 

Cosmic Magic

Your link to the cosmos allows you to learn spells from the bard class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the bard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

 

SORCERER LEVEL SPELLS
1st witch bolt, hex
3rd aid, augury
5th aura of vitality, motivational speech
7th freedom of movement, summon construct
9th greater restoration, wall of force
Cosmically Intune

You learn any one spell off the bard's spell list of 1st level, but it doesn’t count against your number of sorcerer spells known. You can replace this spell every long rest.  If you replace this spell, you must replace it with a spell from the bard spell list.

Favored by the Cosmos

Starting at 1st level, cosmic power guards your destiny. If you fail a saving throw or miss with an attack roll, you can use your reaction to roll 2d4 and add it to the total, possibly changing the outcome. You can use this feature a number of times equal to you proficiency bonus per long rest. 

Awakened Potential

Starting at 6th level, the cosmic energy coursing through you can awaken the hidden latent potential of your metamagic. Whenever you use a metamagic ability you may spend an additional sorcery point on top of the established cost to add a new effect. You can use this feature only once per turn.  You can use this ability 1+ proficiency bonus times per long rest.  

 **Note: After receiving this ability the player is allowed to choose whether to keep their metamagic options or to change any number of them.  

  • Careful Spell. Immediately after the spell finished the metamagic coalesces into a swirling purple-black sphere with pinpricks of light radiating through it.  This orb emits 10 feet of dim light and rotates and revolves above the caster's head.  The sphere's hitpoints are equal to the spell level of the spell cast with the metamagic x10. On subsequent turns the caster may use a reaction to control the sphere and have it block incoming attacks. Once the sphere has zero hit points it dissolves into a nebula-like cloud of mist and dissipates.  When the Sphere dissipates any leftover damage will carry over onto the caster directly.  It can be dismissed as a free action and is dissipated if the caster becomes incapacitated. A creature may make a Slight of Hand check (DEX) equal to or greater than 10 + Spell casting modifier + proficiency bonus of the sphere's wielder. 
  • Distant Spell. The target/any creature affected by the spell does not know its origin even if they are in direct eye line with the caster. The caster has Advantage on Stealth checks for the next ten minutes. 
  • Empowered Spell. Any 1's chosen to be rerolled automatically become their max value.  As the power cosmic flows from your reservoir it tips the scales of fate to your favor.  
  • Extended Spell. Time becomes altered around you for a time as your skin begins to give off low levels of dark purple light.  You gain the effects of the spell haste until the end of your turn or 6 seconds have expired. **Note you did not cast haste and therefore do not incur its negative side effects.
  • Heightened Spell. A whip of cosmic stardust whips off of the creature receiving disadvantage and latches onto another creature within 30 feet of the first of your choosing.  This creature also receives disadvantage. (If both creatures fail their respective rolls a negative luck feedback loop is created between the two creatures and for the next minute it is as if the creatures are under the effects of the spell Bane) 
  • Quickened Spell. The caster may now use their reaction sacrifice their movement speed and cast a cantrip. You capture the potential energy of your physical movement and channel it into a cantrip.  When dealing damage for this cantrip roll dice equal to the sacrificed movement divided by 10. Ex. 30ft of movement becomes 3d8 damage or 60ft of movement becomes 6d10 damage. 
  • Seeking Spell. If the reroll on the spell is successful the next attack on this target has advantage as small motes of purple light surround and spotlight the target. 
  • Subtle Spell. Utilizing their connection to the frequency of the universe. The caster is allowed to make one 25 word message using the Voice of All Things to anyone they are familiar with within 120ft. 
  • Transmuted Spell. You can add an additional spell damage type.  Ex. Firebolt=Fire damage. Firebolt + Transmuted Spell = Cold Damage.  Firebolt + Transmuted Spell+ Awakened Potential = Cold & Acid Damage.  Additionally, the sorcerer will know specifically if the target resisted, was vulnerable or immune to, any of the damage types present in the spell.   
  • Twinned Spell. Add a third target. Note this cannot be used to target one creature twice or thrice. 
Awakening

As the Starborn uses their Awakened Potential abilities more and more and trains using their additional reservoir of power their ability to access it becomes easier. Once a Starborn has used this ability 100 times they will have fully tapped into their latent power and be given a new Awakened Ability. This Awakening is a reflection of the individual and will be decided upon by the DM based on the character's decisions and personality along with how its personality has changed throughout the storyline up until this point.  

Gravitational Suspension

Starting at the 14th Level, As a bonus action, you can manifest power over the gravitational force centered on your person. This allows you total freedom of movement and a flying speed of 40 ft. until you’re incapacitated, you die, or you dismiss the power as a bonus action. If you choose to dismiss the power within the first minute (10 rounds) of casting it you MAY channel the energy in a cone of force to use on your enemies.  You compress the gravitational forces around you into a cone that you can place anywhere within 120 ft of you. When you unleash the 30-foot cone, each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one, and every creature that fails the save is thrown 15 feet out the back of the 30ft cone and lands prone. 

Immediately after the spell is cast the power over gravity wanes and the caster falls. 

Once you've used this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

Starborn Image

Comments

Posts Quoted:
Reply
Clear All Quotes