Sorcerer
Base Class: Sorcerer

Many mages and scholars have attempted to map the stars and predict their alignment, to no avail. Yet even among those that have succeeded, their is still so much that they do not know about the sea of twinkling lights in the sky. One thing is certain though. There is something magnificent and powerful about what lies beyond and it is that something that gives you your magical powers.

Your innate magic comes from the stars themselves. Either by some coincidence of birth, or a brush with a cosmic entity, you have a unique connection to the world beyond dirt and ocean and clouds. You draw your power from a connection with the celestial bodies of the night sky that can guide, protect, and even teach you. These stars might act similar to a deities, treating you as a disciple, like the guardian spirits of your ancestors, or like nothing more than a vast source of knowledge and power.

Star Magic

1st-level Star Touched feature

You learn additional spells when you reach certain levels in this class, as shown on the Star Magic 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.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an evocation spell from the sorcerer, warlock, or wizard spell list.

Star Magic
SORCERER LEVEL SPELLS
1st guiding bolt, faerie fire
3rd augury, moonbeam
5th spirit guardians, tiny hut
7th greater invisibility, guardian of faith
9th commune, flame strike

Cloak of Stars

1st-level Star Touched feature

You’ve created a token as the physical manifestation of your unearthly powers. It is a Small or Tiny object and can serve as a spellcasting focus for your sorcerer spells. You determine its form by rolling on the Cloak of Stars table or by choosing one.

While this cloak is on your person, you have these benefits:

  • You know the dancing lights cantrip. For you, it has a duration of 1 hour, you create up to six lights with it instead of four, and it doesn't require you to maintain concentration. The spell ends if you cast it again or if the cloak is no longer on your person.
  • You know the magic missile spell. It counts as a sorcerer spell for you, and it doesn’t count against the number of spells you know.
  • You can cast magic missile without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the cloak, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous cloak.

Cloak of Stars
D6 CLoak FORM
1 A silver ring that glows with starlight while in dim light or darkness
2 A circlet that sings softly in your mind when you are afraid
3 A locket that produces an illusory map of the stars when opened
4 A hooded cloak covered with glittering constellations
5 A crystal ball containing a swirling nebula
6 A pair of earrings in the shape of the moon and change with its cycle

Eyes of Starlight

1st-level Star Touched feature

Your eyes are blessed with the light of the stars. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

When you reach 3rd level in this class, you learn how to share your gift with others. As a bonus action, you can expend 1-5 sorcery points to grant creatures within 10 feet of you darkvision out to a range of 30 feet for 1 hour. For each sorcery point you spend, you can affect 2 creatures with this ability.

Gift of Polaris

6th-level Star Touched feature

The North Star grants you its protection and guidance. While you are on the Material Plane, you always know which way is north, and you can't become lost except by magical means. In addition, when you make a saving throw and fail, you can spend 1 sorcery point to reroll it and must use the new roll.

Star Sorcery

6th-level Star Touched feature

When you cast any spell of 1st level or higher from your Star Magic feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, you can choose up to a number of creatures equal to your proficiency bonus to automatically succeed on their saving throws against the spell. A chosen creature takes no damage on a successful save, even if it would normally take half.

Cosmic Mantle

14th-level Star Touched feature

Your cloak of stars is imbued with cosmic power. While it is in on your person, you gain the following additional benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You can breathe normally in any environment (include a vacuum), and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
  • As a bonus action, you can extinguish one of the dancing lights created by your cloak of stars. Each creature within 10 feet of the light must make a Constitution saving throw, taking 2d6 radiant damage on a failed save, or half as much on a success. A creature that fails this save is also blinded until the start of your next turn. You can use this bonus action a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Dance of the Stars

18th-level Star Touched feature

While you are in dim light or darkness, you gain a flying speed equal to your current walking speed. Additionally, you can summon a nebulous aura as a bonus action. The aura extends in a 30-foot radius centered on you and lasts for 1 minute, or until you’re incapacitated or you drop it as a bonus action. Whenever a creature (including you) starts its turn in the aura or moves into it for the first time on a turn, you can cause it take one of the following effects.

  • The creature regains hit points equal to your sorcerer level.
  • The creature must make a Constitution saving throw, taking radiant damage equal to your sorcerer level on a failed save, or half as much on a success.
  • The creature has advantage on saving throws until the start of its next turn.
  • The creature must make a Wisdom saving throw or have disadvantage on saving throws until the start of its next turn.

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

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