Sorcerer
Occasionally, some folk throughout the lands of Mysh stumble into a strange occurance that causes their bloodline to be granted the gift of innate magical capability. These sorcerers oftentimes find themselves traveling the countryside, flaunting their arcane prowess to any who take interest. Though there are few institutions where sorcerers can learn to better control their abilities, most would rather live and explore on their own outside the confines of formal education.
Starting at 1st level, a sorcerer chooses a sorcerous origin to describe the source of their innate magical power, as described in the Player's Handbook. The astral origin is a new option for that feature.
Astral Origin
Born during an eclipse, aurora, or other astrological phenomena, astral sorcerers are often bestowed their innate arcane gifts during rare cosmological events. Occasionally, magical rituals coinciding with these events can leave one scarred by the cosmos, bestowing upon them rare arcane talents. Often quite esoteric, astral sorcerers wander Mysh in search of knowledge about their arcane connections and seek out answers to the secrets of obtaining great power. An astral sorcerer manipulates the tethers that bind the world to the rest of the cosmos beyond, creating wonderous magical effects that most didn't even know were possible.
Astral Sorcerer Quirks
| d6 | Quirk |
|---|---|
| 1 | Your irises are speckled, multicolored, or subtly glow in the moonlight. |
| 2 | Strange markings of constellations appear on your exposed flesh under moonlight. |
| 3 | Any loose clothing your wear appears to float, unnaffected by gravity. |
| 4 | You are an expert at pointing out constellations and predicting moon phases, as well as tides. |
| 5 | You are quite uncomfortable when not sleeping outside under the stars. |
| 6 | You are obsessed with collecting small rocks you think may be chunks of meteorite. |
Lunar Manifestion
At 1st level, you have been gifted the ability to conjure small duplicates of the three moons, each one providing you with unique abilities and effects. You activate this feature as an action, choosing which type of moon to summon when you do so. For 10 minutes, the moon orbits your head at a distance of 2d4 + 1 feet, and for the duration you may activate one of its effects on each of your turns, including the turn you activate this feature. The effects are determined by the moon type, described by the table below. You may only use one lunar manifestation effect per turn.
A moon is a small object ranging from the size of an orange to a canteloupe that hovers in its space, has an AC of 15 and hit points equal to 10 + your Charisma modifier + your sorcerer level. Each moon is immune to psychic and poison damage, and is resistant to non-magical bludgeoning, piercing and slashing damage. When a moon drops to 0 hit points or you elect to end this feature, the moon crumbles to dust and vanishes.
As a bonus action, you can cause any or all of your moons to return to orbit around you. A moon can only move up to 30 feet away from you at any time. If you move further away from a moon than 30 feet, your speed is reduced to to 0 until the moon is either destroyed, is moved within 30 feet of you, or you choose to end this feature. This feature ends if you have no moons under your control, the duration is reached, or if you choose to end it (no action required). All moons crumble to dust at the end of the duration.
You regain the ability to use this feature again after you complete a long rest.
Lunar Manifest Effects
| Moon | Effect |
|---|---|
| Aris | Gravitational Ripple: As a bonus action, you may move the moon up to 30 feet. After it has finished its move, you may target a number of creatures equal to your Charisma modifier (minimum of 1) within 10 feet of the moon. Each creature must succeed on a Strength saving throw or either be pulled in a straight line toward the moon, ending in the nearest unoccupied space as close to the center of the moon as possible, or pushed 10 feet directly away from the moon . You choose whether to push or pull the creature(s) when you activate this effect. |
| Eltani | Moonray: As a bonus action, you may move the moon up to 30 feet. After it has finished its move, you may target a creature within 10 feet of the moon. Make a ranged attack roll against the creature as if you were in the moon's space, using your spell attack bonus. On a hit, the creature takes force damage equal to 1d4 + your Charisma modifier. |
| Telidani | Gift of Conquest: This moon has a pool of d4s that you can spend to heal your allies. The number of dice in the pool equals your Charisma modifier + half your sorcerer level (rounded down). As a bonus action, you may move the moon up to 30 feet. After it has finished its move, you can heal a number of creatures equal to your Charisma modifier (minimum of 1) within 10 feet of the moon, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. If you target more than one creature, you choose how to divide the total hit points between them. Once this pool is completely expended, the moon cumbles to dust. |
Enhanced Manifestation
Starting at 6th level, your attunuation with the lunar bodies has become so complete that you have been granted an enhanced version of your lunar manifestation feature. In addition to new abilities for each moon type, you may now spend sorcery points to enhance them further or even summon multiple moons at the same time. The effects and costs for these ablities are listed on the following tables.
Activating a manifest effect for a moon overrides any previous lingering effect for that same moon.
Enhanced Manifest Effects
| Moon | Additional Effect |
|---|---|
| Aris | Graviton Well: As an action, you may move the moon up to 30 feet. Before, during, or after its move, you may target a number of creatures equal to your Charisma modifier (minimum of 1) within 10 feet of the moon. Each creature must succeed on a Strength saving throw or be pulled in a straight line directly toward the moon, ending in the nearest unoccupied space as close to the center of the moon as possible, and the creature's speed is reduced to 0 until the start of their next turn. While the creature's speed is reduced to 0 in this way, it moves along with the moon, maintaining the same distance and location relative to the moon. |
| Eltani | Flashspark: As an action, the moon streaks like a blazing comet toward a point you can see within 100 feet, detonating in a small explosion. Each creature in a 15 foot sphere must succeed on a Dexterity saving throw, taking 3d6 force damage on a success, or half as much on a failure. The moon is destroyed in the process. |
| Telidani | Astral Ward: As an action, you may move the moon up to 30 feet. After it finishes its move, creatures you designate when you activate this effect that are within 10 feet of the moon gain a +1 bonus to their AC and saving throws while they remain within the moon's radius. You can designate a number of creatures equal to your Charisma modifier. |
Manifold Satellites
When you activate your lunar manifestation feature, you may choose to spend 1 sorcery point to summon one additional moon, or 2 sorcery points to summon two additional moons. You may only have 3 moons under your control at one time, and you can have multiple versions of the same type of moon at once. While you have at least one moon under your control, you may spend 2 sorcery points to summon another moon, provided it doesn't put you over the limit of moons you can have.
When you activate one of your moon's effects, you may spend sorcery points to empower its abilities as described on the table below.
Lunar Manifest Empowerment
| Sorcery Points Spent | Aris | Eltani | Telidani |
|---|---|---|---|
| 1 | Increases range of creatures you can target to 15 feet. | Increases number of damage dice to 3d4 (Moonray), or 5d6 (Flashspark). | Increases range of creatures you can target to 15 feet. |
| 2 | Increases range of creatures you can target to 20 feet. | Increases number of damage dice to 6d4 (Moonray), or 7d6 (Flashspark). | Increases range of creatures you can target to 20 feet. |
| 3 | Increases range of creatures you can target to 30 feet. | Increases number of damage dice to 9d4 (Moonray), or 9d6 (Flashspark). | Increases range of creatures you can target to 30 feet. |
Gravitational Attunement
Starting at 14th level, you've learned how to manipulate gravity around the spells you cast, affecting creatures and objects around them. As an action, you may spend 1 sorcery point to activate your gravitational attunement feature. Your gravitational attunement feature lasts for a number of minutes equal to your Charisma modifier + half your sorcery level (rounded down) (minimum of 1).
When you choose to activate this feature, you may spend 1 additional sorcery point to enhance your attunement. For the duration, you gain the ability to hover 1 foot above solid ground and liquid surfaces. You can still fall by hovering over an open area, such as a chasm. You also gain resistance to bludgeoning damage taken after falling.
While your gravitational attunement feature is active, you may spend 2 sorcery points (no action required) to gain a spider-climb speed equal to your movement speed for 1 minute.
While your gravitational attunement feature is active, you may spend a number of sorcery points whenever you cast a spell to apply different corresponding effects to the spell, as determined by the table below. The target of effects on the table is determined by whatever creature, object, or area the spell is cast on. You may spend sorcery points to apply only one effect to a spell per turn.
You can affect a number of creatures equal to your Charisma modifier (minimum of 1) with this feature. Once the duration of your gravitational attunement feature ends, you suffer 1 point of exhaustion. This ability recharges after you complete a long rest.
Gravitational Attunement Effects
| Sorcery Points Spent | Effect Applied to Spells |
|---|---|
| 1 | Nudge: each creature and any unsecured object not being carried by a creature within 15 feet of the target is pulled in a straight line toward the target, ending in the nearest unoccupied space as close to the center of the target as possible, or pushed 10 feet directly away from the center of the target (caster specifies). |
| 2 | Compress: each creature within 15 feet of the target must succeed on a Strength saving throw, taking 1d10 force damage and falling prone on a failure. Any unsecured object not being carried by a creature is pulled directly down. |
| 3 | Whelm: each creature within 30 feet of the target must make a Strength saving throw. On a failure, a creature's speed is reduced to 0 until the end of their next turn. On a success, a creature's speed is reduced by half until the end of its next turn. |
| 4 | Crush: each creature and any unsecured object not being carried by a creature within 20 feet of the target is pulled in a straight line toward the target, ending in the nearest unoccupied space as close to the center of the target as possible, and must make a Strength saving throw. On a failure, a creature takes 3d10 force damage and falls prone. On a success, a creature takes half damage and suffers no other effects. |
| 5 | Suspend: each creature and any unsecured object not being carried by a creature within 30 feet of the target is suspended in the air momentarily, unable to move while being crushed by manipulated gravity. Each creature's speed is reduced to 0 until the end of their next turn, and must make a Strength saving throw. A creature suffers 4d10 force damage on a failure, or half as much on a success. |
Cosmic Rift
Starting at 18th level, you can create a tear in space that leaks manifestations of the cosmos, affecting nearby creatures in strange ways. As an action, choose a point you can see within 120 feet. For 1 minute, a 40-foot diameter sphere of torn space and tiny rapidly orbiting astral bodies appears appears at the point. The rift spreads around corners. As a bonus action, you may move the rift up to 20 feet, as long as you are within 30 feet of it. Each creature that starts its turn within the sphere or enters its area for the first time on their turn must roll on the table below to determine what happens to it.
Cosmic Rift Effects
| d10 | Effect |
|---|---|
| 1 | The creature takes 7d10 force damage and falls prone. |
| 2 | The creature takes 6d10 thunder damage and is deafened for 1d4 minutes. |
| 3 | The creature takes 4d10 fire damage and is stunned until the start of its next turn. |
| 4 | The creature takes 4d10 cold damage and is restrained until the start of its next turn. |
| 5 | The creature takes 4d10 psychic damage and is paralyzed until the start of its next turn. |
| 6 | The creature takes 3d10 points of bludgeoning damage. |
| 7 | The creature takes 3d10 points of piercing damage. |
| 8-9 | The creature takes 1d10 force damage and its speed is reduced by 10 within the sphere's area. |
| 10 | The creature is unaffected. |