Base Class: Sorcerer
Your innate magic comes from cosmic powers that bring wonder to the night sky. Astralborn sorcerers often gain these powers due to exposure to the astral sea or the vaccuum of space. Or perhaps your birth was marked with a planetary event. Such an event could be as grand as a planetary alignment, as rare as a passing comet, or as common as the solstice. Either way Astralborns have a unique connection to space and a power that broils within them.
Astral Origins
As an astralborn you decide how you aquired your powers. Whether you were born with then or gained them later in life, the Astral Origin's tables is meant to give you an idea of possible concepts. Feel free to choose one, roll randomly or create your own.
|
d6 |
Astral Origins |
|
1 |
Your Birth coincided with the astronomical alignment of the 8 planets. |
|
2 |
Your people worship a comet, you were conceived during a festival heralding the passing of said comet. |
|
3 |
A teleportation spell went wrong and you were exposed to the vacuum of realmspace for only a moment before being saved. That moment changed you. |
|
4 |
Your spelljamming vessel was destroyed and you were the only survivor. You drifted in the astral sea alone for a time before being found. |
|
5 |
Your parents were part of a spelljamming crew. When they retired, they brought a piece of the astral sea home within them. |
|
6 |
A Comet crash landed on your homestead when you were young. You decided to investigate the crash site. Your memory is hazy, but you remember a green glow |
Cosmic Aspect
See how you powers manifest by refering to the Cosmic Aspect table. Choose or roll randomly.
|
d6 |
Cosmic Aspect |
|
1 |
Your eyes blacken as stars shine from within, like the night sky. |
|
2 |
Gravity skews as your hair and loose clothes float weightlessly. |
|
3 |
A halo of planetary bodies manifests above your head. |
|
4 |
A brilliant nebula cloud begins to form around you. |
|
5 |
All sounds seem to disappear briefly, like they were swallowed by a void. |
|
6 |
Stars can be seen shining brightly in the sky, even if the sun’s out. |
Interstellar Traveller
Starting when you choose this origin at 1st level, your body is capable of surviving the harsh reaches of space. You gain resistance to cold damage, and you no longer need to breathe.
Constellational Bond
Starting at first level, you gain a deep connection one of the following constellations, and gain the benefits associated with it. After a long rest you can select a constellation and gain bonuses based off of your choice until you long rest again.
The Archer
All ranged spells from the sorcerer spell list that you cast have an additional 10ft. added to their range.
The Crab
Upon selecting this option after a long rest, you gain Temperary HP equal to your charisma modifier plus your proficiency bonus. On a short rest you regain these temporary HP.
The Lion
You have advantage on saving throws against being frightened.
The Scales
When you take damage, as a reaction, you can cause your attacker to take force damage equal to a quarter of the damage you took. You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a short rest.
The Snake Charmer
You gain +1 Charisma to a maximum of 23. At 6th Level this bonus increases by 1 and again at 14th level.
Cold Vaccuum
Starting at 6th Level you can summon a miniature black hole to a spot you can see within 60 ft of you using at least 2 Sorcery points up to a maximum of 6. The Black hole has the following properties.
- Has a Radius of 10 ft. Plus 5 ft. for every additional sorcery point.
- Ranged weapon attacks that pass through the black hole automatically miss their target as they are thrown off course. Ranged spell attacks that pass through are made with disadvantage.
- Creatures within the black hole are moved 5 ft towards the center if they end their turn inside and they take cold damage equal to your sorcerer level. Plus 5 points of cold damage for each additional sorcery point.
- The area within the black hole counts as difficult terrain.
The Black hole collapses in on itself after 1 minutes, ending its effects. You can end the black hole early as a bonus action.
Celestial Precession
Starting at 14th level you gain a greater degree of control over your connection to the stars. Instead of after a long rest, you can now change which constellation you are bonded with as a bonus action.
Quasar Unleashed
At 18th Level, you gain the Ability to take on a celestial appearance by expending 10 Sorcery Points, your form loses definition and becomes as dark as the void. A Quasar shines brightly within your chest. You gain the following benefits.
- Flying Speed of 80 ft.
- Truesight of 60 ft.
- The ability to cause a super nova as an action. Target a point in range within 100 ft. Each creature in a 5 ft. Radius must make a Constitution Saving throw with the DC your spell save. A Target takes 5d12 Force damage on a failed save or half as much on a successful. The first time you would kill an enemy with a super nova, you regain all expended sorcery points.
This transformation lasts for 30 seconds. You can end the transformation early for no action.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/15/2023 7:03:53 AM
|
2
|
2
|
1
|
Coming Soon
|







Comments