Sorcerer
Base Class: Sorcerer

In this universe, stars have remained enigmatic forces, each interpretation as varied as the gazer. To some, they embody divine or mystical foresight, to others they are fusion reactors, filled with power. You alone know the truth, for you are one of them. Whether you were born as a star that died out or were blessed with this power by astral entities, you have the power of a star, the forges of galaxies and nebulae. Other mages merely shape reality, you create it. You are part of its source...

 

Level 3: Forge Satellite

As a bonus action, you summon a number of small, magical satellites equal to your proficiency bonus. These satellites orbit you in a 30-foot radius and remain until dismissed, destroyed, or you are incapacitated.

 

Whenever a class feature or ability causes a Satellite to strike a creature, it deals 1d6 magical bludgeoning damage and is destroyed. Satellites count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Level 3: Blessed by the stars

You add a 1d4 roll to your or another creatures roll as long you are in touching range of a person 

 

Level 6: Starforge Casting

At 6th level, you can channel the raw power of stars to fuel your spells.

When you cast any spell of 1st level or higher from your Starforger Spells list, you can choose to cast it by spending a number of sorcery points equal to the spell’s level instead of expending a spell slot.

 

Whenever you cast a spell that deals fire or radiant damage, you can add your Charisma modifier to one damage roll of that spell.

 

Additionally, when you deal fire or radiant damage to a creature that is normally immune to those damage types, you treat them as if they are not immune. They take the full damage.

Level 6: Stellar Infusion

At 6th level, your inner star begins to awaken, empowering your orbiting Satellites with greater energy. You gain the following abilities:

 

 You can spend 3 sorcery points to make your 2 of your Sorcerery points to make them defensive this makes it so when you take any amount of damage your Sorcerery level + 1d6 -damage taken

 

 

Ignition

 

Whenever you cast a spell of 1st level or higher that deals fire or radiant damage, or when you spend sorcery points, you can choose to ignite all your orbiting Satellites.

 

While ignited, a Satellite deals 1d6 fire damage in addition to its normal damage when it strikes a target.

 

An ignited Satellite sheds bright light in a 10-foot radius and dim light for another 10 feet.

 

Satellites remain ignited until the end of your next turn.

Stellar Core

 

At 10th level, the stellar energy burning within you solidifies into a protective core of light and flame.

 

You gain resistance to fire damage and radiant damage.

Level 10: Enhanced Satellites (Ignition Upgrade)

"This weird star people summoning this stars flying around shouldn't be doing it's unnatural werid Im not a person who believes things from the cosmos exist but I still dont like this star people i call them

When you ignite your Satellites using your Stellar Infusion feature, each Satellite now deals an additional 1d6 radiant damage alongside its 1d6 fire damage. Both damage types are applied together on a hit.

 Example:

Satellite (Ignited) now deals:

1d6 Bludgeoning (base damage)

 

 

1d6 Fire (from Ignition)

 

1d6 Radiant (from Astral Radiance)

 

 

Level 14: Surge of Light

 

 

When you activate your Innate Sorcery (Metamagic feature) on any spell, all of your Satellites immediately ignite without expending any resources. They remain ignited for one round.

 

Level 18: Cosmic Consumption

 

When you are reduced to 0 hit points, you can choose to unleash a cosmic explosion of stellar energy as a final act of defiance.

 

All creatures of your choice within 30 feet must make a Dexterity saving throw against your Sorcerer Spell Save DC.

 

On a failed save, a creature takes fire damage equal to twice your Sorcerer level and radiant damage equal to twice your Sorcerer level.

 

On a successful save, they take half damage.

 

 

You immediately fall unconscious after this effect, as normal for reaching 0 hit points.

If you have any Satellites orbiting you when you trigger this feature, you may choose to consume them, gaining temporary hit points equal to your Charisma modifier x the number of Satellites consumed.

 

 

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