Base Class: Sorcerer
These sorcerers are born of the stars and space. Maybe a star went supernova when you were born, or planets collided when you first opened your eyes. Perhaps a comet flew past your home and blessed you with its power, or maybe you saw stars wink out because of a strange black void. For whatever reason, you have the power of the stars. You can use it to be a Warm Light, a Hopeful Flame, a Defensive Guardian, a Stable Caretaker, or a Ravenous Hunger.
Starborn Bloodline
You were born of space-stuff, and have gained some of its powers. At 1st level, you choose which of the Starborn Patheon you gained your powers from. Choose Sol, Star, Luna, Terra, or Oblivion. Each are detailed below. You cannot change this unless your DM allows you, or you gain a blessing from one of the other gods of the Starborn Patheon. You can also cast spells from the cleric spell list as if they were on the sorcerer spell list.
Sol: Sol is the deity of the sun, but also light, warmth, and the hearth. The sun is a star, but the closest one, and is the center of the Pantheon. His disciples comfort people around them and brighten the world. You gain resistance to radiant damage, and you have a pool of d6s equal to your level, which you can use to heal a creature within 30ft of you. When you do so, roll the amount of dice you wish to expend and add them together, that total is the amount of hit points the target receives.
Star: Star is the deity of Hope and unknown horizons, and of course Stars. She shines in the infinite darkness, and signifies something to reach for. Her disciples are explorers who never give up. You gain resistance to radiant damage, you gain extra darkvision out to 30ft, and you have advantage on saves against the frightened condition.
Terra: Terra is the deity of the earth, and the planets. He is the god of stability and durability, just like the earth. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, your skin is hard as the earth itself. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Luna: Luna is the deity of the Moon and other satellites. She is the goddess of protection and reliability, just as the moon shields the earth from meteors. She is often described as Terra's wife or older sister. You have resistance to one of the following damage types: Bludgeoning, piercing, or slashing damage, and when an ally within 30ft of you takes damage, you can use your reaction to take that damage instead.
Oblivion: It is the deity of darkness and destruction. It is the god of black holes. Out of all the others, it is the one to be most afraid of. When you deal necrotic damage, you deal extra damage to your cha mod, and gain temp hp equal to your cha mod.
Bright Future
Many cultures look towards the stars for guidance. With star charts and astrolabes, they would predict the motion of all things. Using the same basis as those scholars, and a bit of magic, you can chart your path towards a brighter future. By expending a spell slot of any level, you gain a bonus to an attack roll, ability check, or savings throws. This bonus it equal to your cha mod plus the level of the spell slot expended. Alternatively, you can use this to subtract the same bonus from any enemy's attack roll, ability check or saving through provided they are within 30ft of you. This can be done as a reaction or a bonus action.
Universal Show
You have figured out how to channel the same majesty as the night sky. At 6th level, you may use your bonus action to summon the power of the Night Sky. In a 30ft sphere centered on you, the area is filled stardust and bright pinpoints of light. Comets fly across this amazing display, and if you look closely, you may even see a planet or two. Any creature within in this sphere that you choose can take advantage of the following effect on every turn that they stay within this sphere.
- Any Ally may regain 1d8+ your cha mod of hp, as the starlight soothes them and restores their body.
- Any Ally may regain 1d4-1 levels of spells. The amount of spell slots regain must have a combined total equal to the roll. The magical properties of the sphere regenerate people's magic.
Additionally, whenever you cast a spell, you can choose to have one creature take radiant or necrotic damage equal to you level plus your cha mod. The sphere lasts for 1 minute and once it ends, you must take a long rest before you can use it again.
Celestial Manifestation
At 14th level, even more of your celestial heritage has manifested, making you look like your celestial caregiver. Depending on which god whose blessing you got at first level, you will get a different power. Your physical form also changes, making you look celestial and divine. If you did not already know it, you now completely understand celestial, and you creature type is celestial, not what it was before.
Sol: You eyes burn with caring light, dispensing love to all those in need. Your empathy and compassion is infinite, and is ready to be shared with all. You gain immunity to radiant damage, and when you heal someone using the Starborn Bloodline feature, the dice are now d10s instead of d6s, and you have extra dice equal to you cha mod. The range of your healing is now also 60ft.
Star: You joints glow like the stars of constellations, and you skin becomes more spectral. Your hope is uncontainable, and you are ready to tackle anything the world throws at you. You are immune to radiant damage and are immune to the frightened status condition. You also can no longer be surprised.
Terra: Your skin has turned rock hard, and you will is unbreakable. You cannot be beaten by normal means anymore, and are a powerful center of stability for all. Your AC is 13 + your dex mod + your cha mod. You also are immune to being frightened, due to you nerves of literal steel.
Luna: You body glows with a caring glow, and images of your party members orbit around you. You now have immunity to the damage you choose for Starborn Bloodline and resistance to the other two as long as they are nonmagical attacks. When you take damage for your allies, the range is doubled, and the damage done to you is halved.
Oblivion: You skin or hair turns pure black, your eyes become miniature black holes, absorbing all light. Creatures will learn to fear you or will suffer the consequences. You deal an extra 1d8 necrotic damage with any necrotic damage spell and you regain hit points equal to the extra damage dealt, while still gaining the temp hp from Starborn Bloodline.
Cosmic Chaos
Many people with a celestial birthright do not get this far, dying to their powers or people trying to take them. But, you, against all odds, have survived, and as you grew, your powers refined, making you stronger. Now, you must ascend to your new pseudo-divine state among the stars. This is a choice you should not take lightly, as it cannot be undone by any means. At 18th level, you may choose between ascending to the heavens or not. Each choice provides different benefits. With either choice, your skin now looks like the night sky at all times.
Ascendancy: You choose to rise on the wings of your power, turning in a demigod of the sky. By doing so, you no longer age, and do not need to sleep, drink, eat, or even breath. You also have a flying speed of 60ft, as your body fills with energy lighter than air. You can also control how high you hover above the ground or other surface. You are immune to necrotic damage, and resistant to nonmagical bludgeoning, piercing, and slashing damage, unless you already had immunity to those damages. A number of times equal to your cha mod, you can inspire fear or awe in creatures of your choice within 30ft of you. They must make wisdom saves against your spell save DC or be charmed (awe) or frightened (fear) for 1 minute.
Rejection: An unpopular choice, but you have decided that divinity isn't your thing. Whether for personal reasons or out of survival reasons, you have chosen to stay mortal. You retain all the needs of a normal mortal, but cannot age, and you require half as much food and water than you would normally need. You have advantage on all saving throws, and your charisma score increase by 2, as well as the maximum. When you use bright future, you can also roll a d8 and add or subtract that to or from the roll.
Technically, it is impossible to change this decision, as stated before, but certain things can circumvent this. When you gain a blessing or a boon, you have a 50% chance of being able to ascend if you wish, and if the Starborn pantheon wishes it, you can be forced into rejection or ascendancy or have a second chance to decide.
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