Base Class: Sorcerer
The stars aligned in a peculiar way at the moment of your birth, granting you the innate ability to draw power from the Far Realm. Astrologers have long tried to predict which syzygies and confluences would result in the birth of star-touched children, but no such attempts have been successful. Depending on the duration and frequency of the conjunctions, there may be many others your age also born with the gifts of the stars, or you may be the first in a hundred years to exhibit these strange powers.
Eyes of the North Star
The fixed North Star grants you a measure of its sight. You can always see the North Star, regardless of where you are or what time it is, so you can always find true north. In addition, you can see in starlight as though it were bright light.
Dance of the Serpent Star
You can move like the writhing serpent star. As a reaction to being targeted by an attack or being forced to make a saving throw, you can move up to ten feet (as long as your speed is not zero). This movement does not provoke opportunity attacks. If this movement takes you out of range of the attack or harmful effect, then the attack automatically misses or the saving throw automatically succeeds. Any effects that would occur on a miss or a successful saving throw still apply.
After you have used this ability, you cannot do so again until you finish a long rest.
Chill of the Ice Star
Starting at 6th level, the ice of a distant star runs through your veins. Your skin becomes cold to the touch, and you gain resistance to cold damage.
With blood that runs cold, you must draw energy from your surroundings to work powerful magic. Any time you cast a spell of 1st level or higher, each creature within 10 feet of you (other than yourself) takes cold damage equal to the spell's level.
Hunger of the Dark Star
Starting at 14th level, you can channel the all-devouring hunger of an extinguished star by absorbing magical energies. As a reaction to taking damage from a spell of 1st level or higher, you can reduce that damage by an amount equal to your Charisma modifier (minimum of 1) and regain one sorcery point.
Madness of the Last Star
Starting at 18th level, you can use an action to spend 6 sorcery points to momentarily manifest an incomprehensible aspect of an unknowable star. Each creature of your choice within 30 feet of you who can see you must make an Intelligence saving throw or be driven mad for 1 minute. While afflicted by this madness, a creature is incapacitated, cannot move, and cannot speak or understand any languages. An affected creature can repeat the saving throw any time it takes damage, ending the effect on a successful save. Once a creature has succeeded on a saving throw against this affect, it is immune to it for 24 hours.
As written, it’s everyone, so I guess stand back. Much of this subclass deals with power not quite in the sorcerer’s control.
Clarification for the cold damage feature: is that damage dealt only to hostile creatures, or all creatures? Teammates included?
Wow, this is amazing! I love the flavor being a lot like the Star Pact Warlock from 4e. Awesome design overall.
Glad you like it. Seems a good fit for your username :)
I was definitely going more for the feel of the creepy Elder Evil stars, but some kind of supernova burst power and extended lifespan could fit nicely in the 18th level slot.
First, a wonderful concept for a subclass!
Eyes of the North Star. The starlight darkvision is fine, but I think an increase to darkvision, not unlike the gloom stalker's umbral sight, would be better.
Hunger of the Dark Star and Madness of the Last Star. These are fine. I would prefer some manifestation of radiant and fire damage and a feature that reflects a star's incredible lifespan.