Sorcerer/Star Touched

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sorcerer

Star Touched

By either an ancient ritual, or a birthright passed down through generations, you are able to use magic that reflects the power of stars. This magic, both old and powerful, can shape worlds or destroy them, and lets you shine the light from above down onto those who would face you.

Homebrew: The "Star Touched" sorcerer subclass was made by Rain-Junkie and published on the unearthedarcana subreddit.

Origin Spells

You gain origin spells at the sorcerer levels listed below.

Sorcerer Level Spell
1st guiding bolt
3rd darkness
5th melf's minute meteors
7th banishment
9th dawn
11th sunbeam

Flickering Stardust

Starting when you choose this origin at 1st level, the power of starlight is ingrained into your magic, and you shine as it does. Whenever you cast a sorcerer spell of 1st level or higher, a small mote of starlight begins orbiting you in your space, which lasts for 1 hour. You can have a maximum number of motes equal to half your sorcerer level + your Charisma modifier (minumum 1). While you have at least one mote orbiting you, you shed bright light in a 10 foot radius, and dim light for an additional 10 feet.

Whenever a creature within 60 feet of you makes an attack roll against you, you can use your reaction to expend one of your motes, rolling a d4 and subtracting the number rolled from the creature's attack roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll succeeds or fails. The creature is immune if it's immune to being blinded.

Guiding Lights

Also at 1st level, your attunement to the stars allows you to find your way. While you can see the night sky, you gain advantage on Wisdom (Survival) checks to navigate, and you always know which way is north.

Gleaming Defense

At 6th level, when you expend a mote to subtract from an attack roll against you, you can spend 1 sorcery point to expend an additional mote, reducing their attack roll by an additional d4.

Brilliant Radiance

Also at 6th level your cosmic magic allows you to manipulate your other spells. Whenever you cast a spell that deals damage, you can substitute one of the damage types it deals with radiant damage for that casting of the spell.

Once you use this ability, you can't do so again until you finish a short or long rest.

Swirling Cosmos

At 14th level, the motes that orbit you become blinding lights. While you have at least one mote orbiting you, hostile creatures that start their turn within 10 feet of you must make a Wisdom saving throw against your spell save DC or become blinded until the start of its next turn.

Volley of Starlight

At 18th level, you can cause your motes to strike a nearby target. As an action on your turn, you can send your motes streaking towards creatures within 120 feet of you, spending 1 sorcery points per mote.

Each mote hits a creature of your choice that you can see within range. A mote deals 1d12 radiant damage to its target. The motes all strike simultaneously and you can direct them to hit one creature or several.