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.
Star Origin Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | guiding bolt |
| 3rd | see invisibility |
| 5th | melf's minute meteors |
| 7th | banishment |
| 9th | dawn |
| 11th | sunbeam |
The Star Origin Spells are for use with u/SwordMeow's Tweaked Sorcerer, which can be found here. If you plan to play the PHB sorcerer, ignore the Star Origin Spells.
Flickering Starlight
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 10 minutes. You can have a maximum number of motes equal to your sorcerer level (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 you are hit by an attack or you fail a saving throw, you can expend a mote you have orbiting you as a reaction and roll a d4, and add the number rolled to your AC against that attack or to that saving throw.
Guiding Lights
Also at 1st level, your attunement to the stars grants you magic, and allows you to find your way. You learn the shooting star cantrip, which doesn't count against the number of cantrips you know.
Additionally, while you can see the night sky, you gain advantage on Wisdom (Survival) checks to navigate, and you always know which way is north.
Brilliant Radiance
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.
Gleaming Defence
Also at 6th level, when you expend a mote to roll a d4 when you're hit by an attack or fail a saving throw, you can spend 1 sorcery point to expend an additional mote and roll another d4, adding it to your AC or saving throw. Once you do so, you can't do so again until the start of your next turn.
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 Constitution 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.
Spells
The following spell is an additional spell for the Star Touched Sorcerer, and is part of one of their subclass features.
Shooting Star
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: 1 round
When you cast this spell, choose a point you can see within range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 1d10 radiant damage.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Credits
- Created by u/Rain-Junkie. More of my work can be found here.
- Artwork by Brandon Stricker
- Made using GMBinder.
- Special thank you to the Discord of Many Things for all their help!
