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# Dark Star Soul Sorcerer Dark star soul sorcerers : are sorcerers that gained their powers from a DarkStar, or Black Hole. They have an innate ability to influence gravity and bend it to their will. It is told that the strongest sorcerers can alter the flow of time itself by altering space around them. Legend says that in the astral sea, there is a temple built by the most powerful of these Sorcerers where they teach to their disciples how to control their powers. ### Expanded spell List You learn additional spells when you reach certain levels in this class, as shown on the DarkStar Expanded spell list. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Also when you would be able to replace one of your spells for another from the sorcerer Spell List, Evocation and Transmutation spells from the wizard spell list are added to your Spell list. They count as Sorcerer Spells for you. ##### DarkStar Expanded spell list | Spells Gained | Class Level | |:------------------|:----:| | Gravitational Influence*, Magnify Gravity, Catapult| 1 | | Shatter, VortexWarp | 3 | | Pulse Wave, Slow| 5 | | GravitySinkHole, Otiluke's ResilientSphere| 7 | | TemporalShunt, Telekinesis| 9 | *New spells are shown at the end of the document ### Gravity Manifestation Starting At 1st level when you gain this subclass you can use a bonus action to manifest your gravitational Powers. For one minute a 15ft radius sphere with center self are considered difficult terrain Except for Creatures of your Choice and you. This affects flying creatures making them move as if they were flying through difficult terrain. At level 11 this sphere becomes bigger with a 30ft radius. You can use this a number of Times Equal to your Proficiency Bonus and gain expended uses on a long rest (other abilities referring to the Gravity Manifestation ability refer to this only). Additionally when you cast a spell from your expanded spell list that forces one or more creatures to make a saving throw, before they roll, you can choose one of those creatures if it is inside the aura of your Gravity Manifestation. The selected creature subtracts half your proficiency bonus, rounded down, from their roll. You can use this feature a number of times equal to your charisma modifier, and regain all expended uses when you finish a short or long rest. ### Astral Constitution Starting at level 6 Your hit point maximum increases by an amount equal to your levels in this subclass. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point. You also gain Advantage on constitution saving throws. You age slower getting older by one year for every ten years that go by. Also thanks to your Nature you can make Light around you behave differently. As bonus action in a 30 feet radius with center self any natural Light or Darkness becomes dimLight. Any Magical Light of 3rd level or lower is Automatically dispelled as your Influence interrupts it. It ends when you dismiss it as a bonus action, if you are incapacitated or after an Hour. It recharges back, while deactivated, requiring the same amount of time it spent activated (max 1 Hour). At level 11 you dispel Magical Light of 5th level or lower and at 18th level you dispel Magical Light of 7th level or lower. \pagebreak ### Gravitational SlingShot Starting at 14th level you can use your reaction and expend 2 sorcery points to catch a ranged attack (from a cantrip, weapon or levelled spell), or the Magic Missile spell: * **Ranged cantrip or Ranged Weapon Attack**: you catch it, causing it to orbit around you until the end of your next turn negating the damage you would take. As part of the same reaction you can absorb the attack and regain one use of your Gravity Manifestation feature Or you can use your Bonus Action on your next turn to make a Ranged Spell Attack to a creature within 30ft of you without suffering any disadvantage for this attack if the creature is closer to you. On a hit you deal the Damage you would have taken + your CHA modifier as Force Damage. * **Ranged Spell Attack (from a levelled spell)**: If the spell is a 3rd level or lower you automatically catch (Avoiding the damage) making it orbit around you until the end of your next turn. If the attack comes from a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success you catch the spell, on a failure the spell hits you for Half of the damage it would have dealt changing its type to Force Damage. Once caught in your Orbit you can Absorb it, as part of that reaction, and regain a spellslot of a level equal to half the spell slot of the original spell rounded down (minimum of 1) or use a Bonus Action on your next turn to make a Ranged spell attack with the same conditions of the option above. * **Magic Missile spell**: You catch all the darts minus one and they start orbiting around you for one minute. On one of your next turns you can use a bonus action to Send the darts to one creature you can see within 30feet of you. Each dart deals 1d4 + CHA force damage(roll the die for each dart). Every two rounds of orbit increases the damage of each dart by 1d4 to a maximum of 3d4 + CHA dealt by each dart. Any Magical Attack, or Weapon Attack that isn't Absorbed or sent back, is automatically dispelled or destroyed by you with no additional benefits when they end their orbit around you. \columnbreak ### Black Hole Sun At 18th level you awaken the most destructive forces that feed your Magic. You Learn the Dark Star spell, if you don't know it already and it doesnt count against the maximum number of spells you know. You can cast this Spell without components and by Expending 5 Sorcery points you do not use an 8th level spell slot. Thanks to your Nature you are Immune to the spell's effects and Damage. At last, if a creature targeted by your Gravitational Influence cantrip is within range of Gravity Manifestation feature they automatically fail their save and take Maximized Damage. \pagebreak
\pagebreak ### Extra spell #### Gravitational Influence *Evocation(Dunamancy Graviturgy) Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (small piece of coal or charcoal) - **Duration:** Duration ___ You choose a creature of large size or smaller within range, and submit them to your gravitational force. ___ That creature makes a strength saving throw against your spell save DC. On a failure, they are pulled 5 feet towards you and take 1d4 Force damage, otherwise they take half as much damage (min 1) and don’t move. ___ You can target an inanimate object instead. If you do, you can pull it 5 feet towards you for each damage die you can deal with this spell, and you deal no damage to the object. ____ Increase the damage and pull distance of this spell by 1d4 and 5 feet at 5th level (for a total of 2d4 and 10 feet), and again at 11th level (3d4 and 15 feet) and 17th level (4d4 and 20 feet) \columnbreak What changed from the last version? * The range of the first ability was too high. This could lead to melee enemies not getting near you at all. * I also removed the Reaction debuff to their Save from the first ability and made it so when you cast a spell you choose one creature to debuff their save with. Action economy, leaves open reaction for other abilities and/or spells. * I Changed a little bit the wording on GravitationalSlingshot and made it so it's easier to regain uses of your First ability. * I also fixed the wording a little from the 18th level ability gave it a small buff and fixed the wording of the Cantrip. I would like to thank my friends and all the people on the discord servers of DnD shorts and TalesOfAneria for Helping me out with this. It was a real Pleasure. Artwork by Nebt-Het (me). Find Me here on Instagram: https://instagram.com/nebthetsmansion?igshid=ZDdkNTZiNTM= and Reddit: https://www.reddit.com/user/GentleBreezeEW