Sorcerer
Base Class: Sorcerer

Many years ago, during your childhood perhaps, you were staring into the night sky, just like any other night. On that night however, you saw a streak of light fly across the cloudless sky. Not hesitating a minute, you wished upon the falling star. Little to your knowledge, the heavens heard your wish, and so you were granted the power and responsibility of magic. Since then, the cosmos having been guiding you along your journey, lending you energy when needed. 

Heroic Destiny

At 1st level, your celestial birthright grants you a natural talent in melee combat. You  gain proficiency in medium armor and the following weapons;

-hand axe
-longsword
-rapier
-hand crossbow
-mace
-light hammer

You are also able to speak, read, and write Celestial.

Solar Flare

You extend your arm and a bright flash of light appears, like staring into the sun. All creatures in a 5-foot cone in front of you must succeed on dexterity saving throw equal to your spell save DC. If they fail, they are blinded until the end of their next turn. If they succeed, nothing happens.

Star Semblance

Once you reach 6th level, you can call upon the power of the the cosmos to imbue you with extra power. Spend 2 sorcery points, then choose yourself or an ally within touching range. They now will gain a bonus +7 AC and will deal 50% more damage upon a successful attack. You can use a bonus action to activate the boost.

Supernova

Starting at 14th level, your power over cosmic energy gives you the ability to capture and absorb attacks made against you and return them in their pure energetic state. This is done as an action. Once you prepare to catch an attack, your turn ends.

If you try to catch a physical attack, expend 3 sorcery points. You must succeed on a charisma saving throw equal to the enemy's attack role. When you release the attack , make an attack role (melee or ranged, depending on the type of attack absorbed) against a target within range (dependent of the range of the weapon). Upon hit roll for force damage (# of dice determined by weapon).

If you try to catch a spell attack, expend sorcery points equal to the spell's level +1 (cantrip= 1 point, 1st level= 2 points, 2nd level= 3 points, etc.). You must succeed on a charisma saving throw equal to the enemy's spell save DC. If you succeed, then for all practical purposes you have a scroll of whichever spell you just absorbed.

You are only able to hold an attack for a maximum of 10 minutes.

Cosmic Ascension

Beginning at 18 level, you gain the ability to unleash your full cosmic power. Once per long rest, you can choose to transform. When you do, an intense white light begins to emanate from you, casting bright light around you in a 10-foot radius. Once activated you gain a flying speed equal to your movement speed. You gain immunity to all damage types except necrotic. Any successful attack becomes a critical hit. Lasts for 10 minutes.

Previous Versions

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10/1/2018 4:00:03 AM
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