Sorcerer
Base Class: Sorcerer

A sorcerer of this bloodline was blessed by the Cosmos itself, whether born at the moment a star was birthed or died, under the alignment of the right celestial bodies, or perhaps even by the manipulations of some Elder force, alien and unknowable entities from the Far Realms. The result is a Child of the Cosmos, a mage capable of manipulating the fabrics of reality to an astounding degree. Sorcerers with this blessing find the manipulation of gravity, space, and even rarely, time, to be within their power. Children of the Cosmos often find themselves stargazing, watching the heavens for omens and signs of events to come, and are terrible forces on the battlefield thanks to the power they wield. A sign of their presence may often be noticed among the heavenly bodies, such as a comet or meteor shower, the moon turning blue or purple, even stars that did not exist coming into being. Children of the Cosmos are children of the universe, and bear the power that comes with their mark.

Cosmic Brand

At 1st level, Children of the Cosmos are gifted a Mark of the Cosmos. This mark gifts them remarkable powers, and is unique in design to the bearer. Starting when they gain their powers, the sorcerer gains access to spells from the Graviturgy class of magic. These spells are automatically added to your spell list, but are only accessible when the sorcerer unlocks access to sorcerer spells of the same level. (You will have to pick up the item Mark of the Cosmos to have the spells attached to your list. I could not publish this subclass with the spells attached. The spells are all in the EGTW book, under Dunamancy spells, specified as Graviturgy. I also could not Publish the Mark of the Cosmos, but it is made and should be available to players in my campaign, and I am willing to help others set up the item in their own content for use with this difficult subclass. Thanks Matt Mercer, lovely spells, but you just had to lock them >.> <.<)

Gift of the Stary Sea

At 1st level, a Child of the Cosmos' body is reinforced by the universe. They gain 1 hit point, and gain 1 more for each level they gain in this class.

Additionally, the energies of the cosmos infuse their body, making it so they no longer need to eat or drink. The Child of the Cosmos ages much slower than normal members of their race, their lifespan increased to 10 times the normal range. Magic cannot magically age them, and when their time comes, they still pass on into the afterlife like normal.

Celestial Potency

Starting at 6th level, the cosmic energy infused into your body improves your ability to influence the fabric of reality. When you roll damage for a spell you cast that deals force damage, and you are not adding any other modifier to any damage roll of that spell, you may add your charisma modifier to one damage roll of that spell.

Additionally, you no longer need to sleep or breath. You still require the normal resting period to benefit from a long rest, but may spend the time doing light activities, such as reading or keeping watch. 

Blessings of the Heavens

Starting at 14th level, you can manipulate gravity in a personal way, generating a slight field of energy that gives you the ability to levitate and float in the air. You gain a magical fly speed equal to your walking speed, and can hover.

Cosmic Star

At 18th level, you're body is so infused with the magical energies of reality, you can manifest a part of this within yourself. As an action, you may spend 6 sorcery points to manifest the cosmic power within you. You take on an aspect of creation itself, becoming an avatar of the cosmic seas. You gain resistance to all damage except force, psychic, and necrotic damage for 1 minute, or until you dismiss this as a bonus action. Additionally, you chose one of the two following forms, and gain the effects as written.

Pulsar: While in this state, spells you cast flash with the epic light of the cosmos. Once per turn, when you cast a spell, you can choose to have each target of that spell make a constitution save vs your spell save DC or be blinded for 1 minute. While blinded, they can make another constitution save at the end of their turn to end this effect.

Black Hole: While in this state your spells are especially adept at warping the force of gravity. Once per turn, when you cast a spell, you can choose to have each target of that spell make a strength saving throw vs your spell save DC, or be either pushed or pulled (you choose) 5ft per spell level.

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