Base Class: Sorcerer
The Star-Struck
Perhaps you were out stargazing, seeing a shooting star for the first time. Or maybe you were performing some night- time duty, and just happened to look upward. Or possibly, you even called on it, wishing for powers beyond this realm. Either way, you didn't avoid the little comet as it struck your body.
You have been infected with a star-born parasite, an eldritch entity from the heavens, which grants you great boons and curses as you wrestle to control it. Will you keep your sense of 'self' intact, or will your identity be consumed by this horror from the beyond?
Additional Spells
You gain the following spells. They do not count towards your spells known, and they count as sorcerer spells to you.
- (1st level): Colour Spray, Guiding Bolt
- (3rd level): Moonbeam, Detect Thoughts
- (5th level): Hypnotic Pattern, Sending
- (7th level): Arcane Eye, Black Tentacles
- (9th level): Telekinesis, Telepathic Bond
Symbiotic Nature
You are sharing your body with a celestial parasite. Because this, you require twice as much food each day to sustain yourself.
In return, however, you gain immunity against the petty diseases of the material realm. Also, you always know which way is north, as you can feel a strange pull towards the north star.
Alien Magic
Your magic comes from an entity partially beyond your control, and as such, you don't have full control over your new- found magic.
When you cast a sorcerer spell of 1st level or higher, roll a d12.
- If you roll a 2 or lower, the spell fails without expending the spell slot, wasting the casting time.
- If you roll between 3 and 9, the spell takes effect as usual.
- If you roll a 10 or 11, the spell is cast as normal, but you also regain a number of hit points equal to the level of the spell.
- If you roll a 12, you cast the spell, and regain a number of sorcery points equal to the level of the spell. If you don't have the Font Of Magic feature, or if you have no expended sorcery points, you simply cast the spell as normal.
Star-born adaptation
At 6th level, the parasite has grown and evolved, granting you additional boons depending on the nature of the parasite.
Choose one of the following boons. You gain one additional boon at level 10 and 14.
Alien Regeneration
Your body regenerates faster and more steadily than most mortals do. When you spend hit dice as part of a short rest, you regenerate an extra 1d4 hit points for each hit dice spent.
Celestial Mind
If you are forced to make a constitution saving throw to maintain your concentration, and fail, roll a d20. If you roll above a 10, you automatically succeed.
Eldritch Armour
The parasite causes your skin to harden, making it stiff as leather. You gain a bonus to your AC equal to your charisma modifier. This bonus is only applied so long as you aren't wearing armour.
Gentle Light
As an action, you can spend 3 sorcery points to give 2d4+4 temporary hit points to a creature you touch.
Otherworldly Senses
The parasite has embedded itself in your eye, giving you perception beyond what most mortals do.
You gain blindsight for 20 ft.
Vigilant Mind
During a long rest, you remain vigilant as you and the parasite takes turns sleeping. Additionally, you cannot be put to sleep by magical means, and you have advantage on saving throws against being charmed or frightened.
Aberrant Defences
Also at 6th level, your parasite protects your mind from harm. At the very least, harm from entities other than itself.
You have resistance against psychic damage, and you gain a +2 bonus to intelligence saving throws, as well as wisdom saving throws.
Type of Magic
(14th level) As you and your parasite grow stronger together, you struggle for control. In the lore, who has the most control is decided by the willpower of the infected, which clashes against the power of the infection. Since this is a game, however, you get to decide who is more powerful.
Choose either Controlled Magic, or Untamed Magic. These represents whether the host or the parasite has more control over their shared powers, and replaces Alien Magic, the ability you get at level 1.
Controlled Magic
Despite the parasite's best efforts, you have managed to keep it in submission to you.
When you cast a sorcerer spell of 1st level or higher, roll a d12.
- If you roll a 1, the casting fails, wasting the casting time but not the spell slot.
- If you roll between 2 and 7, you cast the spell as normal.
- If you roll between 8 and 10, you cast it as normal, and you also gain a +2 bonus to spell attack rolls and saving throw DCs.
- If you roll an 11 or 12, you can choose to teleport up to 30 feet as a bonus action.
Right before you cast the spell, you can choose to spend 2 sorcery point to automatically cast it as normal, without having to roll. When casting it in this way, you gain a +3 bonus to all spell attack rolls and saving throw DCs.
Untamed Magic
The parasite has grown mighty and wild, only barely controlled by you. It has not swallowed you (yet), but its powers are fearsome and untamed.
When you cast a sorcerer spell of 1st level or higher, roll a d12.
- If you roll between 1 and 6, the spell is cast as normal.
- If you roll between 7 and 9, the spell is cast as normal, EXCEPT you add your proficiency bonus to ALL attack and damage rolls, and you also take 1d6 force damage.
- If you roll a 10 or higher, the spell is cast as normal, EXCEPT that it is treated as though it was cast using a spell slot one level above the one consumed. In addition to this, you also take 1d8 force damage.
Newborn Star
At 18th level, it is unclear who has the most control: is it you, or the star- born infection? Either way, your powers have become greater than ever.
As an action, you can unleash a great, blinding light, as the star- born defends itself more fiercely than ever before.
ALL creatures who can see you must succeed on a Constitution saving throw against your spell save DC or become blinded for 1 minute. Additionally, creatures within 30ft of you, that are hostile to you, takes 6d12 radiant damage, or half that damage if they succeeded on the Constitution saving throw mentioned before.
Once you use this feature, you cannot use it again until you finish a long rest.
The End...
As the Star-born entity has grown to almost- maturity, it begins to get ready to journey back to its rightful place among the stars. From the moment you gain this feature, your character has two, maybe three moon-cycles left to live. After that, the creature that they have nourished for so long will tear itself from your character's skin, either killing them in the process or bringing them along with them to the cosmos.
The time your character has to live can be extended with the help of powerful magic, or even the gods themselves. However, no matter how long it has to wait, the Entity WILL return to the stars. It is only a matter of time.
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Posted May 9, 2021Oh yeah, I'm actually working on it right now!
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Posted May 9, 2021It sounds super ******* fun but i think you should rebalance a few of the abilities and boons they are kind of over powered