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### Cosmic Sorcery Your blood moves in tune with the rising and setting sun, the phases of the moon, and the circling stars above. Cosmic magic courses through your veins and you unleash your innate magic through sheer force of will and physical discipline. Sorcerers who have a connection to the sun, the moon, and the stars can attribute their power to witnessing a rare celestial event such as a passing comet, a meteor shower, or an eclipse. You may have been born during the syzygy of astral bodies, or perhaps you travelled through the astral sea or the far realm, only to return bound to the cosmic cycle. Just as the constellations move around the sky in a steady, imperturbable cadence, the magic of a cosmic sorcerer is strong and unshakeable, and tied to energies that can outlast all others. #### Soul of the Cosmic Cycle At 3rd level, you become attuned to the cosmic cycle. At the end of a short or long rest, choose a cosmic phase and gain the associated benefits: ___ * **1 Phase of the Sun.** The blazing sun awakens a fire within you. When a creature you can see within 5 feet hits you with an attack, you can use your reaction to deal 1d10 fire damage back at that creature.
* **2 Phase of the Moon.** The watching moon envelops and protects you. When you become the target of an attack from a creature you can see within 5 feet, you can use your reaction to gain 1d10 temporary hit points that last until the start of your next turn.
* **3 Phase of the Stars.** You draw upon the power of distant stars. When an enemy that you can see within 5 feet misses you with their attack, you can use your reaction to teleport 10 feet to an unoccupied space you can see. You can use this reaction only while under the effects of *Innate Sorcery*. The benefit gained by this feature increases at 8th, 13th and 18th level of this class. The fire damage increases by 1d10 for Phase of the Sun. The temporary hit points increase by 1d10 for Phase of the Moon. The teleport distance increases by 10 feet for Phase of the Stars. The distance between you and the attacking creature also increases by 5 feet at 8th, 13th, and 18th level. The first time you become bloodied between rests or are knocked unconscious, you must immediately change to the next higher numbered phase in the cycle (or back to Phase of the Sun if you are in the Phase of the Stars). In addition, as an action, you may expend an Heroic Inspiration die to change to a cosmic cycle phase of your choice.
#### Student of the Cosmos The sun, the moon, and the stars speak to you in the voiceless language of the cycles. You learn additional spells when you reach certain levels in this class, as shown on the Student of the Cosmos Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You only gain access to the spells associated with your current *Soul of the Cosmic Cycle* phase. ##### Student of the Cosmos Spells | Sorcerer Level | Phase of the Sun Spell | Phase of the Moon Spell | Phase of the Stars Spell | |:---:|:------:|:------:|:------:| | 3rd | Cure Wounds, Scorching Ray | Moonbeam, Sanctuary | Augury,
Guiding Bolt | | 5th | Daylight | Bestow Curse | Blink | | 7th | Fire Shield | Greater Invisibility | Death Ward | | 9th |Flame Strike | AntiLife Shell | Teleportation Circle |
If you move into a new *Soul of the Cosmic Cycle* phase whilst concentrating on a *Student of the Cosmos* spell, that spell ends at the start of your next turn.
#### Astral Weave Beginning at 6th level, the cosmic cycle influences your spells. When you cast any spell of 1st level or higher from your *Student of the Cosmos* feature, you may do so by spending a number of Sorcery Points equal to the spell's level. When you do so, you gain an additional benefit based on your current *Soul of the Cosmic Cycle* phase: ___ * **1 Phase of the Sun.** Your magic fuels you with the eternal fires of the sun. You can expend a number of Sorcerer Hit Point Dice equal to the spell's level. Roll those dice, and regain a number of Hit Points equal to the roll.
* **2 Phase of the Moon.** Your magic conceals you like the dark side of the moon. The next time you would move this turn, you become invisible for a number of feet equal to 5 times the spell's level.
* **3 Phase of the Stars.** The constellations guide your magic. You choose a number of creatures equal to the spell's level within 60 feet of you. Until the end of your next turn, chosen creatures gain a 1d4 bonus to their next D20 Test.
#### Celestial Body Additionally, at 6th level, the cosmic cycle has altered your physical being. You gain a bonus equal to your Constitution modifier to skill checks associated with your current *Soul of the Cosmic Cycle* phase: ___ * **1 Phase of the Sun.** Charisma (Intimidation) and Strength (Athletics) checks.
* **2 Phase of the Moon.** Charisma (Deception) and Dexterity (Stealth) checks.
* **3 Phase of the Stars.** Charisma (Persuasion) and Wisdom (Insight) checks.
#### Cosmos Call At 14th level, you can spend 3 Sorcery Points as a bonus action to call upon the well of cosmic energy within you. For 10 minutes, you emanate bright light in a 15 foot radius and dim light shines 15 feet beyond that. You also gain a benefit based on your current *Soul of the Cosmic Cycle* phase: \pagebreak ___ * **1 Phase of the Sun.** Wings formed from rays of sunlight appear at your back. You gain a flying speed equal to your current speed and resistance to fire damage.
* **2 Phase of the Moon.** A bright pale moonlight surrounds your form. You gain truesight out to a range of 30 feet, and creatures within the moonlight can’t be charmed or frightened.
* **3 Phase of the Stars.** You become nebulous and filled with starry motes of light. You gain a +2 bonus to your AC and resistance to bludgeoning, piercing, and slashing damage. You can temporarily dismiss this benefit as a bonus action, and it ends early if you move into a new *Soul of the Cosmic Cycle* phase.
#### Celestial Concordance At 18th level, when you activate *Innate Sorcery* you can spend 6 Sorcery Points to also move into a cosmic cycle phase of your choice. When you do so, you embody your chosen *Soul of the Cosmic Cycle* phase and gain the following benefits:
___ * **1 Phase of the Sun.** You borrow the sun’s radiance to become a beacon of solar energy. For the duration, you emanate bright light in a 15-foot radius sphere and dim light shines 15 feet beyond that. This light is sunlight.
Whenever an enemy creature starts its turn inside the bright light, that creature must make a Constitution saving throw against your spell save DC or take 2d6 fire and 2d6 radiant damage and be blinded until the end of its next turn. Undead and oozes have disadvantage on this saving throw.
At the cost of 1 Sorcery Point per round, you also gain the ability to restore 2d8 hit points to a creature within the sunlight (including possibly yourself) as a bonus action.
* * **2 Phase of the Moon.** A ray of shimmering moonlight shines down from above to protect you. For the duration, a 15-foot radius, 40-foot-high cylinder filled with dim light appears centered on your current position. If this light overlaps with an area of magical darkness, the spell that created the darkness is dispelled.
Whenever an enemy creature ends its turn inside the moonlight, it must make a Wisdom saving throw against your spell save DC or take 2d6 cold and 2d6 radiant damage and suffer disadvantage to the next saving throw it makes whilst inside the moonlight. A shapechanger makes this saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the moonlight.
At the cost of 1 Sorcery Point per round, you can grant 2d8 temporary hit points to a creature inside the moonlight (including possibly yourself) as a bonus action.
* * **3 Phase of the Stars.** A starry firmament appears above and sends shafts of light down upon your foe. Six shooting stars immediately descend towards points you choose within 120 feet of you. Once the stars reach their destination or impact against a solid surface, they explode into a 10-foot cubes of twinkling starlight originating from the points of impact. The areas are filled with dim light, and allied creatures inside the starlight have darkvision out to a range of 120 feet.
Whenever an enemy creature moves into or within an area of starlight for the first time on its turn, it must make a Charisma saving throw against your spell save DC or take 2d6 lightning and 2d6 radiant damage and be magically banished to the Astral Plane or Far Realm (your choice) until the start of it's next turn. Aberrations make this saving throw with disadvantage.
Once a creature inside an area of starlight has been banished in this way, that area of starlight is dispersed.
At the cost of 1 Sorcery Point per round, you also gain the ability to teleport a willing creature within the starlight (including possibly yourself) to another unoccupied area of starlight you can see within 30 feet as a bonus action.
During this time you cannot be forced out of your chosen phase through the bloodied condition. However, *Celestial Concordance* ends early if you move into a new *Soul of the Cosmic Cycle* phase.
Once you use this feature, you can't use it again on the same *Soul of the Cosmic Cycle* phase until the next dawn.
\pagebreak > ##### Art Credits > > Kekai Kotaki - Destiny Sunsinger Warlock > > Dave Rapoza - Cosmic Sorcerer > > Zoltan Boros - Dragonborn Celestial Sorcerer
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