Space Wanderer (5e Subclass)
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Space Wanderer
Sorcerer Subclass
When you were born, your mother saw that you had eyes as dark as space. When no one was looking, she threw you into the forest and said you got eaten by the bears. A few hours later, you started levitating into space. A space leviathan took pity on you and blessed you with the power of space. As you keep growing, you start to learn your powers more and more.
- Breath of the Moon
Starting at level 1, You can breath in all places a human can and can’t. You also gain resistance to force damage.
- Pain of the Sky
Starting at level 1, You can spend 1 sorcery point to add an additional 2d8 force damage to any spell or weapon attack. That damage increases to 3d8 at level 5, 4d8 at level 10, 5d8 at level 15, and 6d8 at level 20.
- Blessing of Gravity
Starting at level 6, you feel your mind going dark. You can defy gravity for 5 minutes. Your flying speed is yours +10. When you touch something (up to 3 things) when you're flying, they start to levitate, out of control of it. If you touch them again, they gain control but you lose it. When anyone loses control, they have a disadvantage on all attack rolls and can not concentrate on any spell. You can use Blessing of the Sky again after a short or long rest. When the time is over, all people levitating from Blessing of the Sky slowly lower to the ground and gain control again.
- Strength of the Meteors
Starting at level 14, you feel something pulling in your mind. You can call down up to 10 asteroids on your enemies. They must succeed a DC 25 Dexterity check or take 3d12 bludgeoning damage, and 2d10 force damage. If they roll a 5 or below, they gain 1 level of exhaustion when hit. For every 3 asteroids you call down, you gain 1 level of exhaustion. That exhaustion resets after each short or long rest, and so do the number of asteroids you can call down.
- Mind of Space
Starting at level 18, you feel your mind is one with space and can go there at any time to think. Whenever you are out at night and can see the stars, they heal you by 5d10. You can understand the language of celestial and can call on the rays of the sun (even at night) that do 6d10 radiant damage to an enemy and cause them to be blinded for 6 seconds. You cannot do this if you are grappled or strangled. You can do this twice. It resets after each long rest. When one of your allies gets hurt, you can use one of your sun ray charges to heal them (4d10).
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