Base Class: Sorcerer
Starborn Sorcerers of Tychor draw their power from Selugraphs, constellations formed by Silent Selune to protect the Material Plane from extraplanar forces. A Starborn's abilities vary based on the Selugraph they were born under, making these Sorcerers as diverse as the many people that populate Tychor.
Level 3: Starchild
Starlight pools within you, granting you the following benefits:
- You have darkvision out to a range of 90 feet.
- You have resistance to radiant damage.
- When a creature within 15 feet of you hits you with an attack, you can use your reaction to deal an amount of Radiant damage to that creature equal to your charisma modifier (minimum of 1 point of damage).
Level 3: Selugraphic Blessing
Your connection to a particular Selugraph manifests in the form of unique powers. Choose one of the following Selugraphic Blessings; this choice affects features you gain later in this subclass.
Blessing of Alacrity
Your walking speed increases by 5 feet, and you can add your Charisma modifier to your initiative rolls.
Blessing of Power
When you deal damage with a spell, you can reroll a number of dice equal to your Charisma modifier (minimum of one die) and use the higher roll.
Blessing of Protection
While you are not wearing armor or wielding a shield, your armor class equals 13 + your Dexterity modifier.
Blessing of Resilience
Your hit point maximum increases by 6, and it increases 2 points each time you gain a Sorcerer level.
Blessing of Versatility
You gain proficiency with 2 skills or tools of your choice, and you learn 1 language of your choice.
Level 6: Astral Shot
You can call upon your Selugraph you were born under to aid you in battle. You learn the magic missile spell if you didn’t already know it, and it doesn’t count against the number of Sorcerer spells you know. In addition, when you cast the spell, you can expend 1 Sorcery Point to produce an additional effect based on your Selugraphic Blessing.
Astral Shot: Alacrity
When you cast magic missile, you can spend 1 Sorcery Point to gain the benefits of the dodge action.
Astral Shot: Power
When you cast magic missile, you can spend 1 Sorcery Point to cause each dart to deal maximum possible damage, plus additional damage equal to your Charisma modifier (minimum of +1 damage).
Astral Shot: Protection
When you cast magic missile, you can spend 1 Sorcery Point to gain temporary hit points equal to half the damage rolled by the spell, rounded up.
Astral Shot: Resilience
When you cast magic missile, you can spend 1 Sorcery Point to cause each dart to restore 1d4+1 hit points to the target instead of dealing damage.
Astral Shot: Versatility
When you cast magic missile, you can spend 1 Sorcery Point to give targets damaged by the spell disadvantage on one type of saving throw until the end of your next turn.
Level 14: Superior Blessing
The magic of your Selugraphic Blessing has almost entirely suffused your body. You learn a spell based on your Selugraphic Blessing. This spell doesn’t count against the number of spells you know, and you can cast it using a Spell Slot or by spending 5 Sorcery Points. When you cast the spell using Sorcery Points, it does not require material components or concentration.
Superior Blessing: Alacrity
You learn the freedom of movement spell.
Superior Blessing: Power
You learn the wall of fire spell.
Superior Blessing: Protection
You learn the stoneskin spell.
Superior Blessing: Resilience
You learn the aura of life spell.
Superior Blessing: Versatility
You learn the polymorph spell.
Level 18: Celestial Synchronicity
The Selugraph you were born under now glows brightly within you. You are immune to radiant damage, and your darkvision can penetrate magical and nonmagical darkness. You also gain one of the following boons based on your Selugraphic Blessing.
Celestial Synchronicity: Alacrity
When you are forced to make a Dexterity saving throw and you would take half damage on a success, you instead take no damage on a success and half damage on a failure.
Celestial Synchronicity: Power
You can add your Charisma modifier to one damage roll of any spell you cast.
Celestial Synchronicity: Protection
You have advantage on saving throws against spells and other magical effects.
Celestial Synchronicity: Resilience
If you are bloodied at the start of your turn, you regain hit points equal to 5 + your Charisma modifier (minimum bonus of +1). You do not gain this benefit if you start your turn with 0 hit points.
Celestial Synchronicity: Versatility
Choose 2 spells of 3rd level or lower from any class's spell list. You learn both spells, they count as Sorcerer spells for you, and they do not count against the number of Sorcerer spells you know. You can change which spells you know from this feature each time you finish a Long rest.
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