Sorcerer
Base Class: Sorcerer

A man dressed in blue and white magus' robes stands atop a mountain before a massive army. He spreads his hands to the side, arrows whistling through the air towards him. He simply flicks his hands and they splinter into bits before a rain of starlight befalls the army, killing off men like a hail of arrows.

A woman completely clothed in dark gray robes walks with purpose quickly through a dark alleyway. She's jumped by a group of hoodlums and hooligans wielding clubs, shortswords and daggers. "Your money or your life", she's threatened with. "And maybe a little somethin' extra, if you know what we mean. . ." She casts aside the cloak, revealing a body made of pure starlight. Gazing at her is like gazing deep into a nebula. The thugs turn tail and run as quickly as they can as she recollects her cloak and continues on her way, un-molested.

Sorcerers of Astral Sorcery are born with a very strong connection to the stars, whether it be from divine blessing, supernatural occurrence or ancient prophecy. They're known best for the raw damage and potential of their magics, able to decimate armies or a single figure within seconds. They will often have quirks to them that are up to you to decide. You can come up with your own, and/or choose from the Shadow Sorcery quirks, and/or use the few I came up with myself.   1): You love to sit under the night sky and stargaze for hours and hours on end, having a quiet conversation with the voices of the stars you're certain are replying to you.   2): You read patterns in the night sky no one else can, be they symbols, words, creatures or otherwise. You're convinced they spell out our destinies.   3): You dislike the sun and moon, seeing them as menaces that block people's sight of the stars.

Blessed of the Stars

At 1st level when you choose this origin, you gain the spell Magic Missile. It does not count against your spells known. Whenever you cast this spell as an action, you may use a bonus action to teleport a number of feet equal to your proficiency bonus x 5. As you level up, the power of your Magic Missile spell grows. At 5th, 11th & 17th levels, add an extra +1 damage to each bolt of your Magic Missile spell.

In addition to these benefits, you also learn the language Primordial, if you don't already know it.

Astral Wellspring

At 6th level, you've learned how to draw extra power from the stars when you cast your sorcerer spells. All metamagic options you have cost 1 less sorcery point to activate, to a minimum of 1. Additionally, your maximum number of sorcery points increases by a number equal to your Charisma modifier.

Might of the Heavens

At 14th level, you can channel the true might of the sky through yourself in order to empower your Magic Missile spell. When you cast the spell Magic Missile, you may spend up to 8 sorcery points to increase the level of the spell by 1 level per point, to a maximum of 9th level. If you cast Magic Missile with a first level spell slot and pay 3 sorcery points, it would be cast at 4th level while still consuming the first level slot.

Avatar of the Stars

By 18th level, you've mastered the ways of the heavens and learned how to channel the stars at your whim. You learn the spell Astral Projection. It doesn't count against your spells known. Additionally, whenever you cast the spell Magic Missile, you may choose to cast it at up to 3rd level without expending a spell slot. If you do so, you do not gain the benefits of Might of the Heavens or Blessed of the Stars for that casting. Instead, you may use up to 3 metamagic options on that casting without expending sorcery points.

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