Base Class: Sorcerer
As one of the Star Kindled, you have been granted the gift of arcane prowess through your connection to the constellations above. Your powers are fed by starlight, and the guardian star under which you were born guides you throughout your life, and in battle. Your magical abilities are not of this world, but they bear no similarities to those of the aberrant Far Realms, either. That is a realm of darkness and void, while your gifts derive from beauty and light.
Guardian Star
Starting when you choose this origin at 1st level, you must also choose which of the guardian stars watched over your birth. You have a strong, mystical connection to your guardian star, as it is the primary source of all your powers. It acts as a guiding beacon in your life, an anchor tying the real world in which you live to the realms of starlight where your powers dwell. The features you acquire at the 1st, 6th, and 14th levels of this class vary depending on which of the following guardian stars you choose.
The Bear. You were born under the Bear, whose bright light shines overhead all summer, disappearing during the winter months. When you choose this guardian star, your Constitution score increases by 1, and your maximum Constitution score increases to 22.
The Hunter. You were born under the Hunter, which shines pale blue in the southern skies all year round. When you choose this guardian star, your Dexterity score increases by 1, and your maximum Dexterity score increases to 22.
The Knight. You were born under the Knight, a bright red star that appears in the western sky every night, right before dawn. When you choose this guardian star, your Strength score increases by 1, and your maximum Strength score increases to 22.
The Raven. You were born under the Raven, the dark blue star that flits close to the horizon in the eastern sky every spring. When you choose this guardian star, your Wisdom score increases by 1, and your maximum Wisdom score increases to 22.
The Seer. You were born under the Seer, the white beacon which acts as an anchor, centered in the northern sky all year round. When you choose this guardian star, your Intelligence score increases by 1, and your maximum Intelligence score increases to 22.
The Wanderer. You were born under the Wanderer, a pale yellow star that appears in all corners of the sky, depending on the season. When you choose this guardian star, your Charisma score increases by 1, and your maximum Charisma score increases to 22.
Guided by Starlight
Also at 1st level, your knowledge of the stars allows you to use them as natural guides through the wilderness. While you have a clear view of the night sky, you cannot become lost by nonmagical means. In addition, you can see by the light of the stars as though they were shedding bright sunlight. As long as you are outside and the night sky is not obstructed by clouds or other obstacles, you can see as though in daylight.
Guardian's Blessing
Starting at 6th level, bathing in the light of your guardian star has strengthened your mind and body. Whenever you make a saving throw using the same ability score that was increased by your Guardian Star feature, you may expend 1 sorcery point to reroll that saving throw and take the higher of the two numbers. You may decide to use this feature after knowing whether or not you failed the saving throw on your initial roll.
Arcane Constellation
At 14th level you are able to summon the light of your guardian star to bathe you and your surroundings. As an action you may expend 5 sorcery points, summoning 5 motes of starlight to float around you in the same space. These motes cast bright light over a 30-foot radius, and dim light for an additional 30 feet. Each mote that floats around you grants you and allies within 30 feet of you a +1 bonus to ability checks and saving throws that use the ability score associated with your guardian star in the previous features of this class.
As a bonus action, you may expend one of your motes of light to fire it at a creature you can see within 60 feet of you. The target must make a Dexterity saving throw, taking 4d10 of either cold, fire, force, or radiant damage (your choice) on a failure, and half that on a success. On a failure the target is also blinded until the end of its next turn. The motes are active for 10 minutes, or until you've expended them all. You cannot use this feature again until you have completed a long rest.
Astral Leap
By 18th level, you are able to freely call upon the realms of starlight to carry creatures of your choice across great distances. As an action on your turn you may open a gateway into the Astral Plane, instantly transporting up to nine creatures to any location you are familiar with on the same plane of existence you started on. Each of the chosen creatures must be visible and within 20 feet of you, and you may or may not include yourself as one. If a creature is unwilling to be transported in this way, they must make a Charisma saving throw to resist being pulled into the gateway. Once you have used this ability, you may not do so again until you have completed a long rest.
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Posted Nov 29, 2022Thanks!
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Posted Aug 23, 2022Thank you so much! This subclass is perfect for my little cinnamon roll.