Sorcerer
Base Class: Sorcerer

Perhaps you were born during the final moments of a dying star, or maybe you're part of a cosmic proficy. But one thing you know for sure, you are destined for great things, and with your connection to the cosmic energy and celestial bodies you will achive them.

Blessings of the Moon and Sun

At 1st level you just start to manifest your connection with the cosmos through the closest celestial bodies to you; 

The sun grants you the knowledge of the Sacred flame cantrip, it counts as a sorcerer spell for you and doesn't count for your cantrips known. In addition, you always know the time of day relative to the sunrise and sunset. 

The moon allows you to see in the dark, granting you darkvision at a range of 120 feet. In addition, you always know the time of the month and year relative to the lunar cycle.

Twin Guardians

Also at level 1, the sun and moon watch over and guard you when others would try to do you harm.

Wrath of the Sun:

During the day, whenever you are hit with a melee attack, you may use your reaction to burst in a solar flare. You deal fire damage equal to half your sorcerer level, rounded up, to all enemies within 10 feet of you.

Protection of the Moon:

During the night, whenever a creature attempts to hit you with a melee attack, you can use your reaction to attempt to blind them. You force the attacking creature to make a Constitution saving throw equal to your sorcerer DC. On a failed save, the creature is blinded until the end of their next turn. 

You may use this feature, both wrath of the sun and protection of the moon, a total number of times equal to your proficiency bonus before having to take a long rest.

Knowlage of the Stars

The stars have been around since the beginning of existance, and during that time, they have observed all that happens The ancient stars see all and through your astralconnection you can borrow some of their knowledge.

Starting at 6th lavel whenever you finish a long rest, you choose to gain proficicncy in one of the following skills Animal Handling, Arcana, History, Medicine, Nature, Religion. You retain this proficiency until you choose a different one at the end of your next long rest.

Animal Handling

you choose to gain proficicncy in animal handling.

Arcana

you choose to gain proficicncy in Arcana.

History

you choose to gain proficicncy in History.

Medicine

you choose to gain proficicncy in Medicine.

Nature

you choose to gain proficicncy in Nature.

Religion

you choose to gain proficicncy in Religion.

Falling Comet

When you reach 14th level in this class you can channel even the smallest celestial bodies to become a comet yourself.As an action, you can rise into the air and crash at a point within 120 feet of you (taking no fall damage in the process.) Upon impact, you force all creatures within 20 feet of you to make a Dexterity saving throw equal to your sorcerer DC. On a failed save, they take 10d6 force damage and are knocked prone. Creatures that succeed the save take half as much damage and aren't knocked prone. Once you use this feature you can't do so again until you've taken a long rest

The Galaxy at Your Fingertips

Finally, when you reach level 18 of this classs you gain the ability to harness the galactic energy to empower your spells. Whenever you cast a sorcerer spell you may increase the spell slot level by one for each sorcery point you expend You cannot exceed 9th spell slot level in this way.

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2024 4:43:58 PM
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