Base Class: Sorcerer
Your blood moves in tune with the rising and setting sun, the phases of the moon, and the circling stars above.
Cosmic magic courses through your veins and you unleash it through sheer force of will and physical discipline.
Just as the constellations move around the sky in a steady, imperturbable cadence, your spells are strong and unshakable, and tied to energies that can outlast all others.
Soul of the Cosmic Cycle
At 1st level, you become attuned with the cosmic cycle. At the end of a short or long rest, choose a cosmic phase and, while you are not wearing armour, gain the following benefits:
1 Phase of the Sun. The blazing sun awakens a fire within you. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to deal 1d4 fire damage back at that creature.
2 Phase of the Moon. The watching moon envelops and protects you. When you become the target of an attack from a creature you can see that is within 5 feet of you, you can use your reaction to gain 1d4 temporary hit points that last until the start of your next turn.
3 Phase of the Stars. You draw upon the power of distant stars. When an enemy within 5 feet of you misses with their attack, you can use your reaction to teleport 5 feet times 1d4 to an unoccupied space you can see.
Your control over this cosmic power increases as you gain levels in this class. The die used for this feature increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level. You can use this benefit a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.
Whenever you are hit by critical damage, fall below half your base hit points or are knocked unconscious, you must immediately change to the next higher numbered phase in the cycle (or back to Phase of the Sun if you are in the Phase of the Stars). In addition, any time you land a critical hit on an enemy, you may choose to immediately change to the next higher numbered phase in the cycle.
Student of the Cosmos
The sun, the moon, and the stars speak to you in the voiceless language of the cycles. Starting at 1st level, you can add half your proficiency bonus (rounded down) to skill checks associated with your current Soul of the Cosmic Cycle phase. Once you reach 3rd level, you also have access to an additional spell based on your current phase:
Phase of the Sun. Intimidation and Athletics checks. You also know the Flaming Sphere spell.
Phase of the Moon. Deception and Stealth checks. You also know the Moonbeam spell.
Phase of the Stars. Persuasion and Insight checks. You also know the Guiding Bolt spell.
These spells do not count against the number of spells you know and are sorcerer spells for you.
Astral Spellfury
Starting at 6th level, when you deal damage with the spell associated with the Student of the Cosmos feature, you can add your Charisma modifier to the total damage of that spell.
Additionally, you can spend 1 sorcery point as an action to gain a benefit based on your current Soul of the Cosmic Cycle phase that can be used once within the next 10 minutes:
Phase of the Sun. Your body is fuelled by the fires of the sun. You can add 1d6 to a single saving throw you make, or add 1d6 to an Intimidation or Athletics check.
Phase of the Moon. You become concealed like the dark side of the moon. You can reduce the total of one attack roll made against you by 1d6, or you can add 1d6 to a Deception or Stealth check.
Phase of the Stars. The stars guide your actions. You can add 1d6 to a single spell attack roll you make, or 1d6 can be added to a Persuasion or Insight check
Once this benefit has been applied it can't be used again until you finish a short or long rest or when move into a new Soul of the Cosmic Cycle phase.
Cosmos Call
At 14th level, once per cosmic cycle phase you can spend 4 sorcery points as an action to gain a benefit based on your current Soul of the Cosmic Cycle phase:
Phase of the Sun. You borrow the sun’s radiance to regain hit points equal to 2d8 multiplied by your Charisma modifier. You may also spend an additional 2 sorcery points to surround yourself with solar energy until the start of your next turn. During this time, any creature that ends it's turn within 5 feet of you must make a Dexterity saving throw against your spell save DC. The creature takes 2d8 fire damage on a failed save or half as much on a successful one. You may also restore 2d8 hit points to one creature of your choice within 5 feet of you as a bonus action.
Phase of the Moon. A ray of shimmering moonlight shines down from above. You create a 40-foot-high cylinder with a radius equal to 5 feet multiplied by your Charisma modifier around your current position. Enemies caught inside the area of effect must make a Wisdom saving throw against your spell save DC. On a failed save, creatures are slowed until the start of your next turn. You may spend an additional 2 sorcery points to intensify the moonlight to instead cause creatures that failed their save to be restrained and creatures that succeeded to become slowed until the start of your next turn.
Phase of the Stars. The stars send shafts of light down upon your foe. You can direct a number of stars equal to your Charisma modifier to descend upon one creature or several within 60ft of you. Make a ranged spell attack roll for each star you create. On a hit, the target takes 2d8 radiant damage and the next attack roll made against the target before the start of your next turn has advantage. If a creature is hit by two or more stars, you may spend an additional 2 sorcery points to collide the stars into a localised supernova and cause that creature to become stunned until the start of your next turn.
Celestial Concordance
Beginning at 18th level, as a bonus action at the end of your turn, you may spend 3 sorcery points as if you were casting a concentration spell to move into a Soul of the Cosmic Cycle phase of your choice. If you maintain concentration by the start of your next turn, you move into your chosen phase of the cosmic cycle and deal 2d12 + your Charisma modifier of force damage to enemies in a 10 foot radius around you.
For one minute, your spell attacks score a critical hit on a roll of 19 or 20 or whenever a creature rolls a natural 1 on their saving throw. Additionally, whenever you roll a 1 or 2 on a damage die for a spell, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. You also gain an additional benefit based on your chosen phase:
Phase of the Sun. Wings formed from rays of sunlight appear at your back. For one minute, you gain a flying speed equal your current speed. At the end of your movement, each enemy within 5 feet of you takes 1d4 fire and 1d4 radiant damage.
Phase of the Moon. A bright pale white light surrounds your form. For one minute, at the start of your movement any creature you would grant an attack of opportunity is considered blinded until the end of your turn.
Phase of the Stars. You are surrounded by swirling starry motes of light. For one minute, once per round as a movement action you gain the ability to teleport to an unoccupied space you can see at a distance equal to your current speed.
During this time you cannot be forced out of your chosen phase through critical damage or by falling below half your base hit points. However, if you move into a new Phase of the Cosmic Cycle during the effects of Celestial Concordance, these benefits are lost.
Once you have successfully used this feature, you can't use it again until you finish a long rest.
Previous Versions
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