Star Sorcerer (5e Subclass)
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The ultimate entropy of the universe shines from within you, perhaps one of your ancestors was from the upper planes or was a literal star... I don't judge.
The power of star magic casts you not only in a reverent light but also distorts space around you. You serve as a beacon for your allies and the starry sky above you.
Every Star sorcerer has a planet, star, or aspect of space they harness in their magic. Starting at 1st level, if you wish, you can pick from or roll a d6 on the Cosmic Gift to create a quirk for your character. You also gain access to Star Sorcery bonus spells
- d6 Cosmic Gift
1 When you sleep harmless stars circle over your head.
2 Your pupils glow in the dark, people say they see galaxies in your eyes.
3 You have a personal object that you can never lose, not even when you try.
4 On your body you have constellation-like markings across your skin/scales.
5 You always know where your favorite star is.
6 You sometimes thrum with power and emanate harmless waves of energy.
Star Sorcery Bonus Spells
At 1st level, you start to manifest your star magic.
At 1st level, you learn the Guiding Bolt spell and the Heroism spell.
at 3rd level, you learn the Moonbeam spell and Branding Smite spell.
at 5th level, you learn the Crusader's Mantle spell and the Daylight spell.
At 7th level, you learn the Aura of Purity spell and Gravity Sinkhole spell.
At 9th level, you learn the Dawn spell and Summon Celestial spell.
These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Rings of Power
Starting at 1st-level, the stars that guide you, look after you and want you kept safe. By harnessing their power you can generate rings of starlight that orbit around you and help you keep on the offense.
You can use a bonus action to activate your Rings of Power, which last for 1 minute. They end early if you are incapacitated, if you don medium or heavy armor, or if you use two hands to make an attack with a weapon. You can also dismiss your Rings of Power at any time.
While your Rings are active, you gain the following benefits:
- You gain a bonus to your AC equal to your charisma modifier (minimum of +1)
- The first creature you hit with a melee attack or spell on each of your turns takes extra radiant damage equal to 1d6 + half your sorcerer level (rounded up). You can choose to forgo this bonus if you choose.
- You emit bright light in a 10-foot radius, plus dim light for another 10 feet. You can dismiss and reactivate the light whenever you want.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain proficiency with shields and simple weapons.
Additionally, you gain resistance to radiant damage.
Starting at 6th level, your ties to the stars and their constellations have honed your power in unfathomable ways. You gain one of the following fighting styles.
- Piercing Radiance. - Your radiant damage bypasses enemies' defenses. Radiant damage you deal to enemies ignores resistance. Starting at the 14th level, radiant damage you deal treats enemies' immunity as resistance additionally, enemies who absorb radiant damage are not able to absorb this damage but do not take any damage.
- Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
At 14th level, When an enemy is preparing to hit you you can expend a reaction to shine a sickening light at them. The enemy has to make a Constitution save, on a fail they take your sorcerer level + your spellsave DC of radiant damage and are blinded until the end of their next turn, on a save they take half damage and are not blinded.
(For example a 14th level star sorcerer with a spellsave DC of 16 would deal... 30 damage. is that a lot? we're at 14th level...)
You can use this feature twice a day, and you regain all expended uses of it when you finish a long rest. Optionally you can sacrifice 5 sorcery points to use this feature after you run out. Subsequent uses add an additional 3 sorcery points, then 6 sorcery points and so on.
Emissary of Light
At 18th level, the stars have chosen you as one of their champions blessing you with their unwavering brilliance. You gain the following benefits:
- You cannot be blinded.
- While you emit light, incoming attacks have a disadvantage against you.
- You gain resistance to necrotic damage and immunity to radiant damage. Additionally, your radiant damage bypasses enemies' immunities or absorption and deals damage as if they resist it.
-Once per turn, you can add an extra 2d8 radiant damage to a weapon attack or cantrip.