View Full Version : D&D 5e/Next Cosmic Sorcerer

2015-09-02, 05:34 PM
So, now that 5e has Wild, Dragon, and Storm sorcerers from 4e, I felt like it wasn't fair that the poor Cosmic Sorcerer was over looked so I made one for 5e.

Cosmic Sorcerer

The sun, the moon, and the stars speak to you in the voiceless language of cycles. The natural flow of the seasons tugs at your blood as the tide acts upon the oceans, pushing and pulling with gentle insistence regardless of the storm's fury, the dragon's flight, or the antics of otherworldly primordials. Just as the constellations move around the sky in a steady, imperturbable cadence, your spells are strong and unshakable, and tied to energies that can outlast all others. <-- Yeah, that is taken straight outta the 4e Arcane Power, because I'm awful at writing fluff.


Stellar Defense: At 1st level, a Cosmic Sorcerer utilizes the stars for protection. This manifests itself in a swirling shield patterned with constellations and stars, and just when the enemy thinks they've struck, it turns out it was all a mirage. Calculate your AC as 10 + Int Mod + Dex Mod, and whenever an enemy misses you with an attack, you may use your reaction to teleport up to 10 feet.

Sun and Moon: At 6th level, a Cosmic Sorcerer learns to manipulate the energies of the Sun and Moon. Whenever the Sorcerer casts a spell which deals Radiant or Fire damage, the Sorcerer may have it deal the other damage type instead. For example, a Sorcerer could fill a Fireball with Lunar energy and deal Radiant damage with it instead. Sun and Moon can be used to affect Cantrips.
In addition, the Sorcerer adds Moonbeam to their list of spells known, this does not count against the normal number of spells known for a Sorcerer of their level.

Celestial Infusion: At 14th level, a Cosmic Sorcerer begins to become one with the energies of their spells. When casting a spell of 1st level or higher that deals damage to an enemy, the Sorcerer envelops themselves in Cosmic Energies. These energies last for two turns, or until the Sorcerer casts a spell which would envelop them in a new energy type.
When casting a spell that deals Fire damage, the Sorcerer wraps themselves in Sunlight, gaining resistance to Cold and dealing Fire damage equal to half their Sorcerer level to any creature that hits them in Melee. Additionally, enemies have disadvantage to hit the Sorcerer with ranged attacks due to the bright light.
When casting a spell that deals Radiant damage, the Sorcerer wraps themselves in Moonlight, gaining resistance to psychic damage and dealing Radiant damage equal to half their Sorcerer level to any creature that hits them in Melee. Additionally, allies adjacent to the Sorcerer at the start of their turn are wrapped in a shield of lunar energy, granting them temporary HP equal to the Sorcerer's Charisma modifier. These temporary HP do not stack with other sources of temporary HP.
When casting a spell that deals damage that is not Fire or Radiant, the Sorcerer wraps themselves in Starlight, gaining resistance to Radiant damage and dealing Force damage equal to half their Sorcerer level to any creature that hits them in Melee. Additionally, on their turn, as a bonus action, the Sorcerer may cast Magic Missile without using a spell slot, even if they do not know the spell. This version of Magic Missile cannot be enhanced with Metamagic, and only shoots one missile instead of three.
A creature cannot take the retaliation damage from Celestial Infusion more than once per turn.

Cosmic Body: At 18th level, the Cosmic Sorcerer becomes more than a mere mortal. They no longer age unless they wish to and gain resistance to Piercing, Bludgeoning and Slashing damage as the energies in their body resist the mundane. Furthermore, as a move action, a Cosmic Sorcerer may now teleport up to 30 feet.