Base Class: Sorcerer
You are a creature of the stars and your soul yearns to traverse the void between them. Whether your birth was influenced by a grand convergence of cosmic powers, the discovery of a new celestial body, or something far more enigmatic, the power of the cosmos is yours to command.
Glimpse of the Void
The stream of the galaxy marks your path and the stars guide your steps through darkness as black as the void itself. At 1st level, you have darkvision with a range of 60 feet. If you already have darkvision, the range is increased by 30 feet. Additionally, while under a night sky with at least one visible star, you are immune to effects that would blind you, you can always determine which direction is north, and can't become lost except my magical means.
Darkvision
The stream of the galaxy marks your path and the stars guide your steps through darkness as black as the void itself. At 1st level, you have darkvision with a range of 60 feet.
Enhanced Darkvision
The stream of the galaxy marks your path and the stars guide your steps through darkness as black as the void itself. At 1st level, if you already have darkvision, the range is increased by 30 feet.
Stellar Guidance
The stars are more than willing to lend you their strength whenever the need arises. At 1st level, you learn the guiding bolt spell. When you reach 3rd level in this class, you learn the flaming sphere spell. These spells do not count against the number of known spells you know.
Cosmic Leylines
Starting at 6th level, you are in tune with the primal chaos of cosmic landscape. You feel the very essence of the celestial bodies and the forces they use to impose their will. When you cast a spell of 1st-level or higher that deals fire, force, or radiant damage, you can add your Charisma modifier to the damage.
You also gain a pool of Cosmic dice. This pool contains a number of d4's equal to your sorcerer level. Whenever you cast a spell of 1st level or higher that deals damage, you may expend dice from that pool equal to the spell's level and roll them, dealing additional fire, force, or radiant damage (your choice) equal to the number rolled.
Regain half of the number of spent dice at the end of a short rest.
Tide of Entropy
At 14th level, you know that all that lives must also die, all that is made must someday be unmade, and that there are energies at work in the cosmos that bring about this inevitability.
You gain the ability to show your enemies the darker nature of the universe. As an action, all creatures within 30 feet that can see you must make a Constitution saving throw against your spell save DC. On a failed save they take 4d12 psychic damage and are stunned until the end of your next turn as they are wracked by the futility of their existence. On a success they take half damage and are not stunned. Creatures with Truesight automatically fail the save.
You can use this feature once, and regain the ability to do so after finishing a short or long rest.
Music of the Spheres
Beginning at 18th level, of all the splendors of the universe, from the awe-inspiring blast of a supernova, to the miracle of stellar birth, few invoke the fundamental wonder of a star system. The frantic, elegant ballet of a star, surrounded by whirling satellite forms careening through the discordant chaos of the unknown, bearing upon them the fragile of life, so rare in the cosmos.
As a bonus action, you can summon six small ethereal spheres that orbit around you at a range of 5 feet for the next minute. The spheres move at different speeds and on different axis, but never collide with one another. While these spheres orbit you, they grant effects as described in the Orbit Effects column of the Spheres Table below.
The damage dealt by a sphere is determined by the Damage column of the Spheres table.
While your spheres are orbiting you, the first time a creature moves within 5 feet of you, or if they start their turn within 5 feet of you, they must make a Dexterity saving throw against your spell save DC, or take bludgeoning damage equal to 1d6 per sphere orbiting you and be knocked prone as the spheres solidify and impact their body.
After using this feature, you can't use it again until you finish a long rest.

Comments