Base Class: Sorcerer
Your magic comes directly from the void of space. Your birth might have coincided with the birth or death of a star, or you could have been transformed by contact with a fallen comet. However you acquired your powers, they draw you ever closer to the depth of the cosmos, urging you to take your place in the night sky. Will you fight it, clinging to your earthly nature, or accept the call, and embrace a new constellation?
Cosmic Magic
You learn additional spells when you reach certain levels in this class, as shown on the Cosmic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
|
Spell Level |
Spells |
|
1st |
Catapult, Mage Hand |
|
2nd |
Earthbind, Levitate |
|
3rd |
Melf’s minute meteors, Gaseous Form |
|
4th |
Freedom of movement, Phantasmal Killer |
|
5th |
Hold monster, Telekinesis |
Untethered
You can escape the chains of gravity. You have a flying speed equal to your walking speed. You can't use this feature to fly higher than 5 feet above the ground. If you end your turn higher than that and nothing else is holding you aloft, you safely descend to that height.
Asteroid Belt
Beginning at 6th level, As a bonus action, you can spend 2 sorcery points to amplify your own gravity, pulling nearby debris into your orbit for 1 minute or until you're incapacitated. Objects being worn or carried or that weigh more than 10 pounds aren't affected. While the belt lasts, you have half cover, and the area within 10 feet of you is difficult terrain for your enemies. A hostile creature that ends its turn within the area takes bludgeoning damage equal to 2 + your Charisma modifier.
Lost In Space
Beginning at 14th level, You are unbound. Your flying speed can carry you to any height, and you can hover. Additionally, you no longer need to eat, drink, or breathe, and you can survive in the expanse of Wildspace without a spelljamming ship.
Singularity
Beginning at 18th level, You can transform into a black hole. As an action, you can spend 9 sorcery points to surround yourself with a 10-foot radius sphere of all-devouring void that lasts for 10 minutes or until you lose concentration (as if you were concentrating on a spell).
Only you can see through the void, and nothing can illuminate it. While within it, your speed is 0 and you cant teleport, move, be moved in any way. At the same time, your weight is multiplied by 1,000, and you are immune to all damage and effects originating from outside the void.
A creature within 30 feet of the void must spend 5 feet of movement for each foot it moves away from you. When the void appears and at the start of each of your turns thereafter, everything within it takes 10d6 bludgeoning damage and 10d6 cold damage. A creature or object reduced to 0 hit points by this damage is obliterated, leaving no remains.
At the end of each of your turns, the void's radius increases by 10 feet, expanding directly outward. If you maintain concentration of this feature for its whole duration, the void stops expanding and becomes permanent. Your body discorporates, becoming one with the void, and you become dormant for 1d4 centuries or until you're woken by divine intervention or a wish spell. When you wake, your body reforms and the void vanishes.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/1/2026 7:50:08 PM
|
3
|
1
|
--
|
Coming Soon
|
Comments