Star Origin |
Spells |
Sorcerer Level |
Spell |
1st |
guiding bolt |
3rd |
see invisibility |
5th |
melf's minute meteors |
7th |
banishment |
9th |
dawn |
11th |
sunbeam |
Flickering Starlight
Starting when you choose this origin at 1st level, the power of
starlight is ingrained into your magic, and you shine as it does.
Whenever you cast a sorcerer spell of 1st level or higher, a
small mote of starlight begins orbiting you in your space,
which lasts for 10 minutes. You can have a maximum number
of motes equal to your sorcerer level (minumum 1). While you
have at least one mote orbiting you, you shed bright light in a
10 foot radius, and dim light for an additional 10 feet.
Whenever you are hit by an attack or you fail a saving throw,
you can expend a mote you have orbiting you as a reaction
and roll a d4, and add the number rolled to your AC against
that attack or to that saving throw.
Guiding Lights
Also at 1st level, your attunement to the stars grants you
magic, and allows you to find your way. You learn the shooting
star cantrip, which doesn't count against the number of
cantrips you know.
Additionally, while you can see the night sky, you gain
advantage on Wisdom (Survival) checks to navigate, and you
always know which way is north.
Brilliant Radiance
At 6th level, your cosmic magic allows you to manipulate your
other spells. Whenever you cast a spell that deals damage, you
can substitute one of the damage types it deals with radiant
damage for that casting of the spell.
Once you use this ability, you can't do so again
until you finish a short or long rest.
Gleaming Defence
Also at 6th level, when you expend a mote to roll a d4 when
you're hit by an attack or fail a saving throw, you can spend 1
sorcery point to expend an additional mote and roll another
d4, adding it to your AC or saving throw. Once you do so, you
can't do so again until the start of your next turn.
Swirling Cosmos
At 14th level, the motes that orbit you become blinding lights.
While you have at least one mote orbiting you, hostile
creatures that start their turn within 10 feet of you must make
a Constitution saving throw against your spell save DC or
become blinded until the start of its next turn.
Volley of Starlight
At 18th level, you can cause your motes to strike a nearby
target. As an action on your turn, you can send your motes
streaking towards creatures within 120 feet of you, spending
1 sorcery points per mote.
Each mote hits a creature of your choice that you can see
within range. A mote deals 1d12 radiant damage to its target.
The motes all strike simultaneously and you can direct them
to hit one creature or several.
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