Sorcerer
Base Class: Sorcerer

Your innate magic is that of the far reaches of the Astral Plane and the Far Realm beyond it, that of the stars, the sun, the moon, and the old things that glide through the dark. Your magical gifts shift through cycles of burning radiance and freezing void just as the cosmos itself does. Perhaps you were born under an auspicious star or eldritch constellation. You might be the descendant of a powerful warlock who drew magic from a distant star, or you might have been exposed to the strange magic of the cosmos directly.

Cosmic Magic

At 1st level, you learn the light cantrip. You also learn additional spells when you reach certain levels in this class, as shown on the Cosmic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells or cantrips you know. These spells can’t be replaced when you gain a level in this class.

Cosmic Spells
Sorcerer Level Spells

1st

Guiding Bolt, Light

3rd

Moonbeam

5th

Daylight

7th

Holy Glare (new)

9th

Dawn* (or Dispel Evil and Good if XGE is unavailable)

New spells and spells marked with an asterisk must be selected manually in the character builder.

Astral Phases

Also at 1st level, you embody the cosmic power of the sun and moon, but only one of them at a time. Choose either the lunar or solar phase. You begin in this phase, and you are always in one phase or the other. After you cast a spell that deals radiant damage, you automatically switch phases at the start of your next turn.

You can choose to switch phases when you finish a short or long rest and after you cast a sorcerer spell of 1st-level or higher that doesn't deal radiant damage. You can also use a bonus action on your turn and spend 1 sorcery point to switch phases. You can't switch phases more than once per turn.

The two phases grant you different benefits.

Lunar. When you enter the lunar phase, you can choose to emit a cloud of icy dust extending 10 feet out from you that stays centered on you. The area is lightly obscured, and lasts until you enter the solar phase or use a bonus action on your turn to end the effect.

After you cast a sorcerer spell of 1st-level or higher that deals cold or radiant damage while you're in the lunar phase, you gain an orbiting lunar ward that lasts for 1 minute or until you enter the solar phase. If you are attacked before then, you roll 1d4 and apply the result as a penalty to the attack roll, and the ward disappears. You can't have more than one lunar ward at once.

Solar. When you enter the solar phase, you can shed bright light in a 15-foot radius and dim light for 15 feet beyond that until you enter the lunar phase or use a bonus action on your turn to end the light.

After you cast a sorcerer spell of 1st-level or higher that deals fire or radiant damage while you're in the solar phase, you can emit a solar flare, dealing 2 fire damage to one creature that you can see within 15 feet of you. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Cosmic Empowerment

At 6th level, you learn to strengthen your spells with the power of the astral phase you inhabit. You gain certain benefits based on which phase for your Astral Phases feature you are in.

Lunar. While in the lunar phase, you have resistance to cold damage, and when you cast a spell of 1st-level or higher that deals cold or radiant damage, you can add your Charisma modifier to one damage roll of that spell.

Solar. While in the solar phase, you have resistance to fire damage, and when you cast a spell of 1st-level or higher that deals fire or radiant damage, you can add your Charisma modifier to one damage roll of that spell.

Stellar Nova

Starting at 14th level, when you change which phase for your Astral Phases feature you are in, you can spend 3 sorcery points to burst with cosmic power, causing an effect depending on which phase you are entering. The saving throw DC for this effect is your spell save DC.

Lunar. Each other creature within 15 feet of you must make a Constitution saving throw. On a failed saving throw, a creature is restrained until the end of your next turn. Also, if you choose, the ground within 15 feet of you becomes frozen by ice, making it difficult terrain for other creatures that lasts for 1 minute. The difficult terrain ends instantly if you enter the solar phase or use a bonus action on your turn to end it.

Solar. Each other creature within 15 feet of you must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of your next turn. Also, if you choose, the ground within 15 feet of you becomes lit with golden flames that reach 5 feet high and last for 1 minute. Each creature other than you that ends its turn in the area takes fire damage equal to your Charisma modifier (minimum 1). The fire vanishes instantly if you enter the lunar phase or use a bonus action on your turn to end it.

Eclipse

When you reach 18th level, you gain the ability to enter a state of cosmic alignment that combines solar and lunar power. As a bonus action, you enter the eclipse state, which lasts for 1 minute. You gain the following benefits while in the eclipse state.

  • You gain the benefits for being in both the lunar and solar phases from your Astral Phases and Cosmic Empowerment features, regardless of what phase you are actually in. The bonus to damage from spells that deal radiant damage is not cumulative.
  • Your Astral Phases feature is improved: the lunar ward affects the next two attacks instead of only one, and the range for the solar flare increases to 30 feet.
  • You have a flying speed equal to your walking speed.
  • You have resistance to radiant damage.
  • Enemies have disadvantage on saving throws made to resist your Stellar Nova feature, and it only costs 2 sorcery points to use instead of 3.

Once you have used this ability, you cannot use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/8/2021 9:19:00 PM
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1.0
Coming Soon
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