Star Bringer
A Sorcerous Origin
You have been imbued with star magic. This magic comes from the sky, and is both powerful and mysterious.
Starlight Manifestations
| d4 | Manifestation |
|---|---|
| 1 | Your pupils are white, and give off a dim light. |
| 2 | Your skin is covered in white dots, that match the constellations above. |
| 3 | Light is brighter when you are near. |
| 4 | You don't have a shadow. |
Star Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the table. Each of these spells counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the sorcerer, wizard or cleric spell list.
Star Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Color Spray, Faerie Fire, Guiding Bolt |
| 3rd | Continual Flame, Moonbeam |
| 5th | Crusader's Mantle, Daylight |
| 7th | Aura of Purity, Sickening Radiance |
| 9th | Dawn, Wall of Light |
Motes of Starlight
At 1st level, you have found the ability within to summon little orbs of glowing light. As a bonus action, you may summon one of these orbs to a spot within 60 feet of you. The orb sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The orb is immaterial, if a creature touches it the orb goes through the creature without harming it. As a bonus action on your turn, you can move one orb up to 60 feet to a new spot within range or two orbs up to 30 feet to a new spot, or all orbs up to 15 feet to a new spot.
If an orb is more than 120 feet of you at the end of your turn, it is extinguished. Each orb lasts for 1 hour or until it is extinguished. You may choose to extinguish an orb as a bonus action. You may summon a number of these orbs equal to your Charisma modifier, after which you may not do so again until you finish a long rest. You may use your motes of starlight for the following features:
Little Star. As an action, you may cause one of your orbs to become fixed and stronger. If you do, it sheds bright light for 60-feet, and dim light for another 60-feet, but you can no longer move it or use it for other features. The orb remains like this for 10 minutes, after which it is extinguished.

Protective flash. If a creature you can see targets you with an attack, if one of your orbs is within 30 feet of the creature you may cause it to explode in a flash of light as a reaction, extinguishing the orb. If you do, your attacker must succeed on a Constitution saving throw against your spell save DC, or be blinded until the end of their turn.
Light of the Heavens
At 6th level, you can use your starlight to harm others. You learn the sacred flame cantrip which doesn’t count against the number of sorcerer cantrips you know. When you cast this spell or another that deals radiant damage, add your Charisma modifier to one damage roll of that spell.
Additionally, you may now spend 2 sorcery points to use your Motes of Starlight feature after you've expended all uses of it. You may only do this as long as you don't have more than one orb of light summoned when you do.
Greater Starlight
At 14th level, your orbs of light are stronger and brighter. The light given off by your orbs of light increases to a radius of 30 feet of bright light, and an additional 30 feet of dim light.
Additionally, whenever you use your Little Star feature, the radius of light given off increases to 100 feet of bright light, 100 feet of dim light and the light it gives off is sunlight.
Creatures blinded by your Protective Flash feature are blinded until the end of your next turn.
Dying Stars
At 18th level, your orbs of light die in spectacular and sometimes dangerous ways. Whenever an orb of yours is extinguished, you may choose one of the following effects:
- Black hole. Each creature within 30 feet of the orb must succeed at a Strength saving throw or take 3d10 force damage and be pulled up to 15 feet towards the place where the orb was extinguished and be knocked prone.
- Supernova. Each creature within 10 feet of the orb must succeed at a Constitution saving throw or take 4d8 radiant damage and be blinded until the end of your next turn.
- White dwarf. The orb continues to shed dim light in a 10 foot radius for 1 minute. Whenever you or a creature you can see moves into the orb's light for the first time on a turn or starts its turn there, you can choose to have the creature gain 1d8 temporary hitpoints (no action required).