Sorcerer
Base Class: Sorcerer

Long ago, a star died — not quietly, but in a radiant burst that echoed across planes. From the heart of that destruction, something strange took root in mortal blood. A family, a line, a people — forever touched by the fallout of celestial fire. These are the Dustborn.

Sorcerers of this origin descend from those first touched by stellar ruin. Their magic is not inherited from dragons or shaped by the Weave, but seeded in their lineage by the ashes of a collapsed sun. Within each Dustborn flows the memory of that brilliant end, and the quiet power of its scattered remnants.

Dustborn sorcerers radiate with the glow of ancient light. Their spells carry both the cleansing warmth of starlight and the terrible majesty of supernovae. Some among them become healers, channeling cosmic harmony into life-giving force. Others become engines of devastation, igniting the battlefield with the raw force of stellar collapse.

Regardless of path, all Dustborn carry a legacy written not in parchment, but in drifting ash and shining ruin. They are descendants of a fallen star — a family bound by the oldest death in the universe.

Dustborn Spells

1st-level Dustborn feature

You learn additional spells when you reach certain levels in this class, as shown on the Dusborn Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st  guiding bolt, healing word
3rd lesser restoration, scorching ray
5th mass healing word,pulse wave
7th Gravity Sinkhole, aura of life
9th wall of light,mass cure wounds

Stardust flare

When you cast a spell of 1st level or higher that deals radiant or force damage, you can choose one creature within 15 feet of you (including yourself) to regain hit points equal to your Charisma modifier.this creature, also is dimly lit for 1 minute, for 10ft around itself

You can use this feature a number of times equal to your Charisma modifier (minimum once) per long rest.

Dustborn Body

As their celestial nature awakens, a Dustborn begins to slip the bonds of the mortal world. Their body carries the shimmer of distant stars, and their movements leave behind faint trails of glowing dust that vanish like memories. They no longer need breath, nor do they fear the cold silence of the void. In battle or stillness, they may rise gently into the air, lifted not by wings but by the quiet pull of something ancient — the echo of a star that died to give them life.


At 6th level, your body begins to reflect your celestial heritage, becoming partially unbound from the world.

You gain resistance to radiant and force damage.

You can survive without air, and gain the ability to withstand the extreme harshness of space's effects on your body.

As a manifestation of your astral nature, you gain a 15-foot flying speed 

Dustborn Nova

When a Dustborn unleashes a Nova Surge, it is as if the memory of their progenitor star flares to life for a brief and terrible moment. Light erupts from their core in a sudden pulse — not flame, but radiant force, as pure and ancient as the heavens. The air hums with power as enemies reel, their vision scorched by the afterglow. For an instant, the battlefield holds its breath, bathed in drifting stardust and silent brilliance — a fleeting echo of celestial death, and the life it left behind.


At 6th level, you can unleash a sudden burst of cosmic energy drawn from the memory of your dying star.

As an action, you release a radiant pulse in a 20-foot radius centered on yourself. Each creature of your choice in the area must make a Constitution saving throw against your spell save DC.

On a failed save, a creature takes 2d6 radiant damage and 2d6 fire damage,  and has disadvantage on attack rolls until the start of your next turn.

On a successful save, it takes half damage and suffers no other effects.

If at least one creature is damaged by this ability, you can choose one creature within the radius (including yourself) to regain hit points equal to half your sorcerer level. this may be used congruently with your first level feature

You can use this feature once per long rest, or spend 2 sorcery points to use it again.

Dustborn Sun

With a radiant breath, you release a pulse of primal light — not flame, but memory, the echo of your ancestral star. Foes shield their eyes, staggering in sudden blindness, while your allies feel a warmth that cuts through fear, pain, and shadow. For a moment, the battlefield is still, held in starlight.



At 14th level, you can release a blinding wave of celestial power — a flash of the ancient star that gave your lineage form.

As an action, you unleash a radiant pulse. Each creature of your choice within 30 feet must succeed on a Constitution saving throw (DC = your spell save DC) or be blinded and deafened until the end of your next turn.

Additionally, any allies within the same radius may immediately attempt to end one condition affecting them (such as charmed, frightened, paralyzed, or stunned). Each affected ally makes a saving throw against that condition, if applicable, with advantage and adds your Charisma modifier to the roll.

You can use this feature once per long rest, unless you spend 3 sorcery points to use it again.

Supernova

You become the collapsing heart of a forgotten star, tearing light from the edges of the world. Gravity bends, dust spirals, and enemies are dragged helplessly toward your brilliance. Then—silence breaks. Light erupts. When the radiance fades, your allies rise protected, and your foes lie scattered in the orbit of your will

At 18th level, you can unleash the final echo of the star that birthed your lineage — collapsing space inward before erupting with radiant force.

As an action, you release a Supernova Burst. Each creature of your choice within 60 feet of you must make a Strength saving throw (DC = your spell save DC). On a failed save, a creature takes 6d10 radiant damage and 3d10 force damage, is pulled up to 20 feet closer to you, and is knocked prone. On a successful save, a creature takes half damage and suffers no additional effects.

Allies of your choice within the same area are instead healed for 5d10 hit points, shed bright light in a 10-foot radius for 1 minute, and are placed under the effect of Death Ward. This Death Ward lasts until triggered or until the effect ends after 1 minute, whichever comes first.

Once you use this feature, you must finish a long rest before using it again.

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