Soul of the Cosmos

by chaplainought

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The Cosmic Sorcerer

The vast expanse of space is a realm of magic and mystery. The forces of creation wage war against the unyielding sway of entropy, and amidst this battle of chaos and order, miracles can happen.

Soul of the Cosmos

You are a creature of the stars and your soul yearns to traverse the void between them. Whether your birth was influenced by a grand convergence of cosmic powers, the discovery of a new celestial body, or something far more enigmatic, the power of the cosmos is yours to command.

Cosmic Sorcerer Features
Sorcerer Level Feature
1st Glimpse of the Void, Stellar Guidance
6th Cosmic Leylines
14th Tide of Entropy
18th Music of the Spheres

Glimpse of the Void

The stream of the galaxy marks your path and the stars guide your steps through darkness as black as the void itself. At 1st level, you have darkvision with a range of 60 feet. If you already have darkvision, the range is increased by 30 feet. Additionally, while under a night sky with at least one visible star, you are immune to effects that would blind you, you can always determine which direction is north, and can't become lost except my magical means.

Stellar Guidance

The stars are more than willing to lend you their strength whenever the need arises. At 1st level, you learn the guiding bolt spell. When you reach 3rd level in this class, you learn the flaming sphere spell. These spells do not count against the number of known spells you know.

Cosmic Leylines

Starting at 6th level, you are in tune with the primal chaos of cosmic landscape. You feel the very essence of the celestial bodies and the forces they use to impose their will. When you cast a spell of 1st-level or higher that deals fire, force, or radiant damage, you can add your Charisma modifier to the damage.

You also gain a pool of Cosmic dice. This pool contains a number of d4's equal to your sorcerer level. Whenever you cast a spell of 1st level or higher that deals damage, you may expend dice from that pool equal to the spell's level and roll them, dealing additional fire, force, or radiant damage (your choice) equal to the number rolled.

Regain half of the number of spent dice at the end of a short rest.

Tide of Entropy

At 14th level, you know that all that lives must also die, all that is made must someday be unmade, and that there are energies at work in the cosmos that bring about this inevitability.

You gain the ability to show your enemies the darker nature of the universe. As an action, all creatures within 30 feet that can see you must make a Constitution saving throw against your spell save DC. On a failed save they take 4d12 psychic damage and are stunned until the end of your next turn as they are wracked by the futility of their existence. On a success they take half damage and are not stunned. Creatures with Truesight automatically fail the save.

You can use this feature once, and regain the ability to do so after finishing a short or long rest.

Music of the Spheres

Beginning at 18th level, of all the splendors of the universe, from the awe-inspiring blast of a supernova, to the miracle of stellar birth, few invoke the fundamental wonder of a star system. The frantic, elegant ballet of a star, surrounded by whirling satellite forms careening through the discordant chaos of the unknown, bearing upon them the fragile of life, so rare in the cosmos.

As a bonus action, you can summon six small ethereal spheres that orbit around you at a range of 5 feet for the next minute. The spheres move at different speeds and on different axis, but never collide with one another. While these spheres orbit you, they grant effects as described in the Orbit Effects column of the Spheres Table below.

While your spheres are orbiting you, the first time a creature moves within 5 feet of you, or if they start their turn within 5 feet of you, they must make a Dexterity saving throw against your spell save DC, or take bludgeoning damage equal to 1d6 per sphere orbiting you and be knocked prone as the spheres solidify and impact their body.

After using this feature, you can't use it again until you finish a long rest.

The Spheres
Name Description Orbit Effects Dispel Effects
Scarlet Expedition The speed at which this sphere traverses its orbit is focused on controlling the movement of battle. You may dash or disengage as a bonus action. As a bonus action, you may spend 2 sorcery points to dispel this sphere to instantly cast haste or slow at 1st level without components and without expending any spell slots.
Emerald Life The core this sphere thrums with the power of life, boosting your vitality. Gain temporary hit points at the start of your turn equal to your charisma modifier. As an action, you may spend 2 sorcery points to dispel this sphere, healing yourself or an ally within 30 feet a number of hit points equal to 2d8 + your constitution modifier.
Silver Endurance The scarred surface of this sphere hints at its ability to take a hit . Gain resistance to nonmagical slashing, piercing, and bludgeoning damage. When you are hit by an attack, as a reaction, you may dispel this sphere to reduce damage dealt by that attack by half.
Saffron Might The surface of this massive sphere roils with pent up power. Gain +1 to spell attack rolls and your spell save DC. As a reaction, you may dispel this sphere to grant advantage on a single attack roll or impose disadvantage on a single save for any creature within 30 feet of you.
Grey Aegis This stalwart sphere trundles along its path, emanating an aura of protection. Gain +1 to your AC. As a reaction, you may dispel this sphere to impose disadvantage on a single attack roll or grant advantage on a single save for any creature within 30 feet of you.
Dark Exodus This sphere is little more than a myth, and its power is just as enigmatic and potent. You may teleport up to your movement speed to a location you can see. You may dispel this sphere as a bonus action to regain a number of sorcery points equal to half your sorcerer level rounded down.

Credits

Created By

Micah H.

Special Thanks

Braydon F., Michael M., and Bob N. for helping me figure out balance issues, refine my flavoring, fix my improper PHB wordings, and technical advice.

Also, thanks to u/Ionaism for a veritable font of usable advice.


Changelog

V 0.1

  • Added range increase on darkvision for characters that already have it on Glimpse of the Void
  • Removed 14th level increase to bonus charisma damage from Cosmic Leylines
  • Gave Tide of Entropy a 30 foot range and reduced stun duration
  • Clarifications to passive effect conditions and what happens to a sphere on-hit for Music of the Spheres.
  • Changed some names and descriptions and cleaned up Spheres Table to make it easier to discern effects.
  • Changed dispel effect of Scarlet Expedition
  • Allowed dispel effect of Emerald Life sphere to heal allies
  • Removed sorcery point cost for Dispel Effects of Saffron Might and Grey Aegis
  • Added ability to grant save advantage to Dispel Effect of Grey Warding
  • Changed damage types of Grey Aegis and Dark Exodus
  • Quality of life improvements and wording changes

V 0.2

  • Removed ability to attack with Spheres and Damage colummn from Spheres table.
  • Applied range limits to Dispel effects of Emerald Life, Saffron Might, and Grey Aegis.
 

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