Base Class: Sorcerer
You come from a long line of seers and mediums, adept at reading the past, present, and future through the movements of the heavens. Legends say that your original ancestors were borne of the stars themselves, and imbued with their powers.
Star Magic
You know the guidance cantrip. When you reach 3rd level in this class, you learn the augury spell, and when you reach 5th level in this class, you learn the moonbeam spell. These spells are sorcerer spells for you, but they don't count against your number of sorcerer spells or sorcerer cantrips known.
Horoscope Portent
Starting at 1st level, you can divine the imminent futures for creatures by reading their horoscope. Once per day, you can spend 10 minutes in silent meditation. At the end of the meditation, you choose a number of creatures equal to your proficiency bonus that can see or hear you and deliver brief messages to them about the day to come. For each target, you can choose to deliver a message of either "good luck" or "bad luck." If you deliver a message of "good luck," the target can choose to gain advantage on one attack roll, ability check, or saving throw of its choice during the next 24 hours. It can make this decision after seeing the initial roll, but must do so before knowing the results. If you deliver a message of "bad luck," you can impose disadvantage on one attack roll, ability check, or saving throw that the target makes during the next 24 hours. You can make this decision after seeing the initial roll, but must do so before knowing the results.
Once you do a horoscope reading, you cannot do another one until the next dawn. A creature can only feel the effects of one horoscope at a time, and if a new one is given to it, the old one loses effect.
Constellation Form
Starting at 6th level, you call upon the heavens to imbue you with the power of a constellation. As an action, you call out the name of any constellation of your choice. Your body then becomes completely dark and speckled with stars in the pattern of your chosen constellation, as if you were a window to the night sky facing it. While in this form, you gain the following benefits:
- You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
- When you hit with an attack, you can choose for the attack to deal radiant damage, rather than its normal damage type.
- Although your body retains its normal weight and movement capabilities, you appear to glide across the floor effortlessly. You are unaffected by nonmagical difficult terrain, and your movements make no sounds unless you want them to. You are invisible to creatures that rely on tremorsense. Traps that are normally triggered by a person stepping on them, such as floor traps, are not triggered when you step on them.
Your body remains in this form for 1 minute, or until you revert back to your normal form as a bonus action. Once you use this feature, you can't use it again until you complete a long rest.
Planetary Blessing
At 14th level, the influences of the heavens grant you daily blessings of power. Whenever you do a horoscope reading, you can choose one of the following heavenly bodies from which to gain a blessing:
- Black Hole. You can cast the darkness spell at its lowest level using a sorcerer spell slot. This spell does not count against your number of sorcerer spells known. If you already know this spell, the radius of the spell doubles whenever you cast it. Whenever you cast this spell, you can spend 4 sorcery points to cause the entire area of darkness to fall under the effects of the silence spell for the spell's duration, no additional concentration or spell slots required.
- Gas Giant. Your speed increases by 20 ft., and your jump distance doubles. As an action, you can grant yourself a flying speed of 30 ft. for 10 minutes. Once you grant yourself this flying speed, you won't be able to do so again until you complete a short rest.
- Ice Planet. You have immunity to cold damage.
- Moon. Once per turn when you deal radiant damage to a creature with a sorcerer spell, you can add additional radiant damage equal to half your sorcerer level, rounded down.
- Sun. Once per turn when you deal fire damage to a creature with a sorcerer spell, you can add additional fire damage equal to half your sorcerer level, rounded down.
The effects of your blessing last for 24 hours, or until you do another horoscope reading.
Black Hole
You can cast the darkness spell at its lowest level using a sorcerer spell slot. This spell does not count against your number of sorcerer spells known. If you already know this spell, the radius of the spell doubles whenever you cast it. Whenever you cast this spell, you can spend 4 sorcery points to cause the entire area of darkness to fall under the effects of the silence spell for the spell's duration, no additional concentration or spell slots required.
Gas Giant
Your speed increases by 20 ft., and your jump distance doubles. As an action, you can grant yourself a flying speed of 30 ft. which lasts for 10 minutes. Once you grant yourself this flying speed, you won't be able to do so again until you complete a short rest.
Ice Planet
You have immunity to cold damage.
Moon
Once per turn when you deal radiant damage to a creature with a sorcerer spell, you can add additional radiant damage equal to half your sorcerer level, rounded down.
Sun
Once per turn when you deal fire damage to a creature with a sorcerer spell, you can add additional fire damage equal to half your sorcerer level, rounded down.
Cosmic Link
At 18th level, you feel the invisible pull of the cosmos connecting you to everyone and everything around you. Whenever you do a horoscope reading, you and all the creatures you give a reading to gain the following benefits:
- You all instinctually know in which general direction each other is, as long as you are on the same plane of existence.
- You can all send each other wordless, telepathic glimpses of your current feelings or moods, even if you are not on the same plane of existence.
- Whenever a creature you can see makes a roll with advantage or disadvantage due to your Horoscope Portent feature, you can use your reaction and spend 3 sorcerer points to make a new prediction for that creature, allowing that creature to regain its use of the feature. You can choose for this new prediction to be either "good luck" or "bad luck." This new prediction continues the duration of the original, ending whenever the original would have ended.
Comments