Sorcerer
Base Class: Sorcerer

Born with the magic of the cosmos flowing through your veins, the forces of gravity and light bend to your will.

Cosmic Magic

1st-level Blackstar Sorcery feature

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

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 an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Blackstar Spells
SORCERER LEVEL SPELLS
1st faerie fire, shield
3rd hold person, pass without trace
5th fly, melf's minute meteors
7th banishment, greater invisibility
9th hold monsterwall of force

Gravity Field

Starting at 1st level, your ability to tap into the cosmic weave that permeates space provides you with a chance to harness it to protect yourself, or to turn the tides on your foes. As a bonus action, you can coalesce a gravity field around your hand and evoke one of the following two effects:

• Gain the benefits of the Mage Armor spell for 10 minutes by expanding the gravity field to cover your whole body.

• When you cast a spell that does damage, you can surround it a gravity field to empower it. Choose one of the targets damaged by your spell, that target must succeed a Strength saving throw against your spell save DC or be knocked back 10 feet, or rendered prone (your choice).

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Star Motes

At 6th level, you become capable of conjuring miniature stars known as Star Motes. By spending 1 or more sorcery points as an Action, you conjure a tiny sized star in an unoccupied space you can see within 60 feet of you for 1 minute. The number of Star Motes you can summon is equal to the number of sorcery points expended, up to a maximum of 3.

Once a star mote is conjured, it hovers 5 feet off the ground in its own gravitational field. The mote sheds bright light in a 15 foot radius around it, and dim light for an additional 25 feet. Any creature who moves into a 15 foot radius sphere of the mote, or starts its turn there, must succeed a Strength saving throw equal to your spell save DC or become restrained by the crushing gravity. A restrained creature may repeat the saving throw at the end of each of their turns, ending the effect upon a success and becoming immune to it for 24 hours. The 15 foot radius sphere around the mote is considered difficult terrain.

Additionally, while a star mote is active, you may use a bonus action on each of your turns to move it up to 20 feet in any direction. Creatures who are restrained by the mote are also pulled in that direction. 

You must maintain concentration for multiple star motes to exist simultaneously. If your concentration is broken, the star motes disappear.

Finally, star motes can also serve as a spellcasting focus for your Sorcerer spells.

Black Hole Sundering

Also at 6th level, you gain the ability to further manipulate your Star Motes by surrounding them in a Gravity Field and forcing them to collapse. 

By spending 1 or more uses of your Gravity Field feature as an action, you can collapse an equal number of star motes into tiny black holes. Creatures who are already restrained by a collapsing star mote suffer force damage equal to your Sorcerer level at the start of each of their turns so long as they remain restrained, and have disadvantage on any subsequent saving throws to escape. Star Motes that have undergone a Black Hole Sundering can no longer be moved.

Once this feature is used, it cannot be used again until the end of your next long rest.

Conjure Wormhole

Starting at 14th level, you gain the ability to fuse your own magical energies with those of the stars, allowing you to fold space on the material plane into a wormhole capable of teleportation.

Bending the energies of the cosmos allows you to travel great distances, even crossing from one planet to another, but not between the planes. As an Action, you may teleport to any location you are familiar with on any realm in the material plane. By spending 1 or more sorcery points, you can bring 1 willing creature with you per sorcery point spent.

Alternatively, you may also teleport creatures against their will. As an action, you may spend 3 sorcery points to open up a wormhole next to a creature you can see within 120 feet of you. The targeted creature must succeed a Strength saving throw against your spell save DC, or be pulled through the wormhole and teleported to a location of your choice on the material plane you are familiar with.

Once you use this feature, you can’t use it again until you complete a long rest.

One With the Cosmos

At 18th level, you gain the ability to temporarily merge with the cosmos. As a bonus action, you may spend 6 sorcery points to undergo a transformation into an astral form for 1 minute to gain the following benefits: 

  • You no longer need to breathe.
  • Immunity to force, poison, and radiant damage.
  • A flying (hover) speed of 60 feet.

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