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Starborn

You carry the heavenly energy of stars in your veins and your innate magic comes from the arcane forces woven around the stars. Whether you are somehow related to a star incarnate, were blessed by a divine being native to the stars, or found this gift through your own endeavors in the field of star magic; you are now of the stars. You shine bright with the gift bestowed upon you and illuminate the darkness.

Child of the Stars

Starting when you choose this sorcerous origin at 1st level, you can always find your way by looking at the night sky. You always know which way is north, provided that you can see the stars. In addition, when you finish a long rest under a starry night sky, you have advantage on your first attack roll, ability check, or saving throw (whichever happens first) until you finish another long rest.

Starstrike

Starting at 1st level, stars watch over you and help you in combat. Once per turn, when you hit a target with a spell attack, a shiny ray of radiant star energy shoots out from your f ingertips and hits your target, dealing an extra 1d4 radiant damage. If the spell attack has more than one target, you choose which target takes the additional damage. This additional damage increases to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level and 5d4 at 20th level.

Starrain

Starting at 6th level, you can charm others with your innate starlight. As an action, you can choose a point within 120 feet of you to fill a 30-foot radius centered on that point with stardust, which falls like rain for the duration. When a creature enters the area for the first time or ends its turn there, it must succeed on a Charisma saving throw or be charmed by you until they leave the affected area. The rain of stardust lasts for 1 minute or until you fall unconscious. In addition, creatures who failed the Charisma saving throw can’t benefit from being invisible.

Creatures in the area have disadvantage on Dexterity (Stealth) checks.

Once you use this feature, you must finish a short or long rest to use it again.

Magic of Starlight

Beginning at 6th level, you are blessed with the magic of starlight. When you cast a damage-dealing spell, you can choose to deal radiant damage instead of the spell’s normal damage type. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Starshine

Starting at 14th level, you are able to channel your innate starlight to emanate radiant energy. As an action, you transform into a silhouette of bright light for 1 minute. You illuminate your surroundings; shedding bright light in a 50 foot radius and dim light for an additional 50 feet. You also gain immunity to radiant damage for the duration. Also, when a creature enters a space within 5 feet of you for the first time or ends its turn there, it must succeed on a Constitution saving throw or be blinded for 1 minute or until they are 30 feet away from you. Additionally, your spell attacks deal an extra 2d6 radiant damage for the duration.

Once you use this feature, you must finish a long rest to use it again.

Starfall

Beginning at 18th level, stars fall to come to your aid. When you take damage from a creature within 60 feet of you while your current hit points are below half of your hit point maximum, a star falls and hits the creature. The creature must succeed on a Dexterity saving throw against your spell save DC or take 1d8 radiant damage plus 1d8 bludgeoning damage.

In addition, once per week, when you drop to 0 hit points, stars fall to avenge you. When this happens, each enemy within 120 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 6d8 radiant damage plus 6d8 bludgeoning damage.

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