Base Class: Sorcerer
Deep back in your family’s bloodline lies an ancestry tied directly to the stars above. Your progenitors were ancient, immensely powerful cosmic entities. Though these beings have long since retreated to the farthest reaches of the cosmos and no longer manifest on the material planes, their reality-warping essence remains.
Generations later, this dormant celestial heritage has ignited within you. You can channel the brilliant radiance of the cosmos, command the crushing gravity of collapsing stars, and weave the subtle, guiding light of the constellations. Your magic is born of the infinite night sky, granting you cosmic abilities completely unique to your stellar bloodline.
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Unknow V2
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Spell table
You learn additional spells when you reach certain levels in this class, as shown on the Star Child Spells list below. Each of these spells counts as a Sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you can prepare.
STAR CHILD SPELLS
• 3rd Level (1st-Level Spells): Guiding Bolt, Star shot.
• 5th Level (2nd-Level Spells): Darkness, Starlight.
• 7th Level (3rd-Level Spells): Hypnotic Pattern, Starstruck coat.
• 9th Level (4th-Level Spells): Banishment, Gravity whiplash.
• 11th Level (5th-Level Spells): Telekinesis, Outer wonders.
Guidance of the Stars
The stars above grant celestial foresight to those who can read their signs, guiding you and your allies toward a grand destiny.
Whenever you finish a Long Rest, you consult the night sky or map the constellations. Roll a d4 on the Stellar Guidance table below to determine your active omen. The chosen effect lasts until you finish your next Long Rest.
STELLAR GUIDANCE
• 1 — Unfavorable Stars: The cosmos shines unfavorably upon your foes. When a creature within 30 feet of you makes a D20 Test, you can use your Reaction to roll a d4 and subtract the number rolled from the target's total. You can use this ability a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
• 2 — Healthy Cosmos: The stars guide you to find revitalization in your wounds. Whenever you recover Hit Points by any means (such as from a spell, a magical effect, or spending Hit Dice during a Short Rest), you also gain a number of Temporary Hit Points equal to your Charisma modifier (minimum of 1).
• 3 — Painful Blessing: The stars reveal that violence is on the horizon. When you hit a creature with an attack roll, you can channel this omen to deal an extra 2d6 Radiant damage to that creature. You can use this ability a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
• 4 — Lucky Stars: The constellations align to favor your endeavors. When you make a D20 Test, you can add a d4 to the roll. You can use this ability a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Spark of the Stars
You can ignite the brilliant, fierce spark of a celestial body within yourself. As an Action, you transform for 1 minute. During this transformation, a glowing star burns upon your chest, your pupils resemble twinkling stars, and cosmic particles swirl around you.
While transformed, you gain the following benefits:
• Radiant body: You have Resistance to Radiant damage.
• Cosmic Armament: You manifest a spectral weapon of condensed starlight in your hand. This weapon can take the form of any melee weapon of your choice that lacks the Two-Handed or Versatile properties. You are proficient with this weapon, it deals radiant damage instead of its normal damage type, and you can use your Charisma modifier instead of Strength or Dexterity for its attack and damage rolls.
• Supernova Finish: You can end this transformation early as an Action by plunging your cosmic weapon into the ground to unleash a blinding blast of solar energy. This creates a 30-foot cone originating from you in a direction you choose. Each creature in that area must make a Dexterity saving throw against your Spell Save DC. On a failed save, a creature takes 5d4 Force damage plus your Charisma modifier. On a successful save, a creature takes half as much damage.
Once you use this feature, you can't do so again until you finish a Long Rest.
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