Base Class: Sorcerer
Cosmaturgy is the long-lost school of magic that is siphoned and gathered from the Far Realm and forced through the Weave, producing a potent and destructive school of magic. Not many have used this form of magic- and even fewer have mastered it. As a completely alien form of magic, Cosmaturgy can have strange effects, and even stranger side effects.
Extraplanar Whispers
The arcane magic you command is infused with aberrant darkness. You can speak, read, and write Deep Speech, Undercommon, and an exotic language of your choice.
Stars and Shadow
Starting at 1st level, you can use an action to cloak yourself in a pitch black aura with twinkling lights floating within the aura. This transformation lasts 1 minute or until you end it as a bonus action and grants you a flying (hovering) speed of 10 feet and immunity to the grappled and restrained conditions. While in this form, you cannot cast spells with somatic or material components, nor can you use weapons. You can use this feature a number of times equal to your charisma modifier (minimum of 1), with uses resetting after a long rest.
Normal form
Your normal body.
Stars and Shadow
Your otherworldly form
Lunar Lance
Beginning at 6th level, you can use a bonus action to harness power from the moon to magically empower an unarmed strike. Make a ranged spell attack against a creature within 10 feet of you- the strike does 2d6 cold damage. Additionally, you can expend a sorcerer spell slot to make the strike do an additional 1d6 cold damage per level of the spell slot expended. This feature only works at night.
Solar Strike
Beginning at 6th level, you can use a bonus action to harness power from the sun to magically empower an unarmed strike. Make a ranged spell attack against a creature within 10 feet of you- the strike does 2d6 fire damage. Additionally, you can expend a sorcerer spell slot to make the strike do an additional 1d6 fire damage per level of the spell slot expended. This feature only works during the day- until sunset.
Eyes of The Far Realms
Starting at 14th level, your cosmic prowess lets you see beyond the material plane. You gain Truesight to a range of 20 ft. and can see creatures that are in the ethereal plane. You can now use weapons and cast spells with somatic components while Stars and Shadow is active.
Additionally, you can cast summon aberration at it's lowest level once a day without expending a spell slot or material components. Casting the spell this way doesn't require concentration.
Galactic Entropy
At 18th level, you gain a magical flying speed of 60 feet.
While Stars and Shadow is active, you gain resistance to all damage except for psychic damage. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled. You can use this action once per long rest and only when Stars and Shadow is active.
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