Sorcerer
Base Class: Sorcerer

Your bloodline may have been spun from a particularly unique celestial, a curious star, a celestial body's death, or something from the deepest reaches of the night sky.
Regardless of whatever may have caused this magic to permeate your blood, you know how to use this gift and your magic is vastly different from what you would learn from study or schooling.

Shooting Stars

Starting at 1st level, you can use an action to summon 1 starry mote with a 30ft range to strike a foe.
This does 1d8 radiant damage, negated on a successful dexterity saving throw.
If the target fails its dexterity saving throw, it is additionally affected as per the spell Faerie Fire as it is illuminated by the motes.
The additional effect lasts for 1d10 rounds.
You can use this ability 1 + half your Sorcerer level (up to a maximum of 10 charges at level 18) per long rest.



At level 5, 10, 15 and 20, respectively, the damage of this ability increases to 2d8, 3d8, 4d8 and finally 5d8.
At level 5, you may also add your CHA mod to this ability's damage.

Voidwalker

Starting at level 6 when you awaken from a long rest, you may choose to be resistant to cold or fire damage.
When you choose cold or fire resistance, you also prosper in the respective environment, not being hampered by such temperatures.
The game master has the final say on how extreme the conditions have to be before you are effected.

Additionally, you may use a bonus action to expend one sorcery point for a minute of immunity to your current element.
During this time, any spells with the same damage type add your CHA mod to their damage, though only one boost per hit in the case of multi-attacking spells.

Celestial Adaptation

Starting at 6th level, a Starsoul Sorcerer no longer needs to breathe.
Additionally if they ever find themselves in a vacuum or on a plane without gravity, they have a much easier time moving around.
In such places, they gain a fly speed equal to their walk speed, turning to feather fall if gravity returns.

Faster than Light

Starting at level 14, all spells with the teleportation tag that the Sorcerer casts are improved.
The travel distance allowed is doubled, as well as the amount of people the Sorcerer can take with them.

Star's Reclamation

Starting at 18th level, the Starsoul Sorcerer can see perfectly in natural or magic darkness, removing the monochrome and seeing the world of darkness with all of its colors. (If the character is colorblind, they still see as they would normally)
The Starsoul gains the ability to use the spell Meteor Swarm as a full round action once every 1d6 days.
Additionally, the Starsoul, if slain is reborn from their corpse, 3 days later. The Starsoul Sorcerer is reborn as an infant, growing to adult age over the course of a week.
Retaining memories, personality and everything else that makes them them, but loses any scars, deformities, tattoos or otherwise. 

The Starsoul can be reborn once per year, dying normally if slain again before a year from initial death has passed.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2019 9:56:49 PM
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7/10/2020 4:52:14 AM
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