Base Class: Sorcerer
Beyond the gods, beyond the stars, there exist beings of unfathomable power—entities that shape the very fabric of reality. You are touched by one such force, a conduit for cosmic might that transcends mere divinity. Starlight hums in your veins, gravity bends to your will, and the vast unknown whispers secrets only you can hear. Whether channeling the crushing weight of a dying star or unraveling the boundaries of space and time, your magic is a glimpse into the infinite.
Level 3: Cosmic Spells
You learn additional spells at certain levels, shown on the Cosmic Soul Spells table. These spells count as sorcerer spells for you and don’t count against your number of spells known.
Cosmic Soul Spells
1st faerie fire, guiding bolt
5th sending, clairvoyance
7th black tentacles, arcane eye
9th scrying, contact other plane
Level 3: Gravity Surge
When you hit a creature with a spell attack or they fail a saving throw against one of your spells, you can push or pull them up to 10 feet horizontally. This movement doesn’t provoke opportunity attacks.
You can use this a number of times equal to your Charisma modifier (minimum once). You regain all uses after a long rest. You may also use this for free when you apply a metamagic effect to a spell targeting that creature.
Level 6: Starfall
As an action, you shift into the Ethereal Plane. Until the start of your next turn, you can’t be targeted or affected by creatures not on the Ethereal Plane.
At the start of your next turn, you crash down in a streak of starlight at a point within 90 feet of your original location. Each creature within 15 feet of where you land must make a Strength saving throw (DC = your spell save DC). On a failed save, a creature takes 6d6 force damage, is pushed 15 feet away from you, and is knocked prone. On a success, it takes half damage and isn’t pushed or knocked prone.
You can use this feature once per short rest, or by spending 4 sorcery points.
Level 14: Stellar Radiance
As a bonus action, you radiate celestial brilliance for 1 minute. During this time:
- You emit bright light in a 30-foot radius and dim light for 30 more.
- Once per turn, when you deal damage with a spell, one target takes extra radiant damage equal to your Charisma modifier.
- Allies who start their turn in your bright light gain temporary hit points equal to your Charisma modifier.
You can use this feature once per long rest, or by spending 3 sorcery points.
Cosmic Entity
Your body becomes a beacon of celestial knowledge and power. You gain the following benefits:
- Resistance to radiant and force damage.
- Truesight out to 30 feet.
- When you cast a divination spell, you can cast it at one level lower (minimum 1st level).
Previous Versions
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11/25/2024 6:28:22 PM
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12/8/2024 5:44:11 PM
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7/1/2025 1:53:03 AM
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