Base Class: Sorcerer
Harness the power of a dead star to empower destructive magic capable of killing gods. The birth of a Supernova Sorcerer never passes without a trace and the gods will observe cautiously to ponder if they can get the new sorcerer to work for them or destroy it if it becomes a menace.
Spell Empowering
At 1st level, you can empower your spells by extracting power from the traveling power of supernovas. When you cast a spell you can reroll all damage/heal and choose to get the higher value.
You can use this feature as many times as your Proficiency bonus. You regain all expended uses after a long rest.
Elemental Reaction
As a supernova creates magic and elements, whenever you cast a spell that has a damage type, receive an Elemental Token of that type of damage after rolling damage for it. If you already have that Elemental Token then lose it. When casting a spell that has a damage type add +1 damage for each Elemental Token you posses.
If in your turn you don't cast a spell, lose an Elemental Token of your choosing. After combat you lose all of them.
Cosmic Rays
Starting at 6th level, when you cast a spell that targets a single objective you can, using a Bonus Action and 3 Sorcery Points, shoot 2 rays of cosmic energy that inflict 1d8 + your Charisma radiant damage modifier to other 2 different targets inside 30 ft range.
At 11th level, the damage dice is a 1d12 and the range is 45 ft. At 17th level the range is 60 ft.
Elemental Cycles
At 14th level, you can destroy an Elemental Token to regain 3 Sorcery Points.
Supernova Manifestation
Beginning at 18th level, as an action you can spend 15 Sorcery points to create a Supernova Manifestation. Choose 3 spells you know and cast them 2 times each.
Destructive spells are ideal for this.
Comments