Sorcerer
Base Class: Sorcerer

Your innate magic comes from the stars the land of Child like Gods of chaos. You might have endured exposure to some form of their magic, perhaps through a planar portal leading to the mysterious Far Realm. Perhaps you were blessed by one by accidentally playing a game with them on their visit to earth as a child. Or your magic could be a fluke of your birth, with no apparent cause or reason they just wanted a new friend to play with. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Star Spells

You learn additional spells when you reach certain levels in this class, as shown on the Star Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

These spells can’t be replaced when you gain a level in this class. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Illusion or a Conjuration spell from the sorcerer, warlock, or wizard spell list.


 1st       Find Familiar, Guiding Bolt

3rd       Nathair's Mischief, Moonbeam

5th       Slow, Bestow Curse

7th       Summon Aberration, Confusion

9th       Awaken, Mislead


If you cast the find familiar spell you gain the additional option of having a Gazer as a familiar. Either way the familiar appears with a crescent moon and stars on the familiar.

Game Master

When you choose this origin, you gain proficiency in all gaming sets, then choose one gaming set and have your proficiency bonus doubled for that gaming set.

Literal Spells

Starting at level 1, your source of magic coming from the naive Star Children, your magic may be taken as literal sometimes. Whenever you cast a spell you must roll a d20. If you roll a 5 or lower the spell is cast literally as the spells name suggests. This is up to DM discretion. For example, Chill Touch may force you to physically touch a creature and it chills them out, fire ball may cause a ball of fire to appear in your hands, Phantom Steed may cause the soul of a nearby dead horse to become a ghost, far step may cause your legs to extend to take a far step and Catapult may just turn the targeted object into a catapult.

Alternatively, you can spend a minute to focus and force the spell you cast next turn to be taken literally.

Do you want to play a game?

Beginning at 6th level, as a bonus action, spend 2 sorcerer points and force a creature you can see to play a game. For the moment, time temporarily stops for everyone but you and the creature and the only thing you or that creature can do is play a game. You choose a gaming set and both you and the creature must make a charisma (gaming set of choice) check. The creature that rolled the lowest takes 2d10 psychic and a 1d4 taken away from their next d20 roll they make. The creature that rolled the heightest gains 2d10 hit points and adds 1d4 to their next d20 roll they make.

This damage and healing increases by a d10 at level 11 and level 17.

Game Player

At 14th level, you can force creatures around you to play with you and your childish games. As an action, you can target a number of creatures equal to half your level you can see force them to make a wisdom saving throw or become charmed by you for an hour. You can use this a number of times equal to your proficiency bonus.

Game Arena

Beginning at 18th level, you can make your own game Arenas however you want. You can cast Mirage Arcane as an action. You can do this once per long rest.

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