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View Full Version : D&D 5e/Next Cosmic Sorcerer from 4e



Oerlaf
2018-12-30, 10:22 AM
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, or the dragon’s flight. 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.
Soul of the Cosmic Cycle
Beginning at 1st level, at the end of a short or long rest, you choose a cosmic phase from those described below and gain its benefits. The first time you drop below half your hit point maximum, your phase immediately changes to the next higher-numbered phase (or back to the phase of the sun if you are in the phase of the stars). In addition, each time you cast a sorcerer spell of 1st level or higher, you can choose to change your phase to the next higher-numbered phase immediately after the spell takes effect.
1. Phase of the Sun. Each enemy that starts its turn within 5 feet of you takes 1d4 fire damage and 1d4 radiant damage. You also gain resistance to cold damage.
2. Phase of the Moon. While wearing no armor and wielding no shield, you gain a bonus to AC equal to the number of conscious enemies within 5 feet of you. You also gain resistance to psychic damage.
3. Phase of the Stars. Whenever an enemy's attack misses you, you can use your reaction to teleport up to 10 feet. You also gain resistance to radiant damage.

Student of the Cosmos.
Beginning at 6th level, you gain an additional benefit based on your current phase in the cosmic cycle.
1. Phase of the Sun. You have advantage on Dexterity (Initiative) and Wisdom (Medicine) checks.
2. Phase of the Moon. You have advantage on Charisma (Deception) and Dexterity (Stealth) checks.
3. Phase of the Stars. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks.

Phase Focus
Beginning at 14th level, one of your Soul of the Cosmic Cycle phases becomes more powerful. Choose one and only one of the following benefits.
1. Blazing Sun. While you are in the phase of the sun, each enemy that starts its turn within 10 feet of you takes 1d10 fire damage plus 1d10 radiant damage.
2. Watching Moon. While you are in the phase of the moon, each enemy that starts its turn within 5 feet of you must make an Intelligence saving throw, taking a number of radiant damage equal to your Charisma modifier on a failed saving throw.
3. Distant Stars. Whenever you are in the phase of the stars and an enemy’s attack misses you, you can use your reaction to teleport a number of feet, equal to 5 x your Charisma modifier.
Celestial Seal
Beginning at 18th level, you can use your action and surround a foe by celestial lights and hold it in place by cosmic bindings.
Choose two damage types from among cold, psychic and radiant. One creature within 120 feet of you that you can see must make a Wisdom saving throw, taking 4d8 damage of one type plus 4d8 damage of the other type on a failed saving throw, or half as much damage on a successful one.
Regardless whether the saving throw was successful or not, the target’s speed is reduced to 0 for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on success. Also this effect has an additional benefit based on yout current Soul of the Cosmic Cycle phase.
1. Phase of the Sun. The target takes fire damage equal to your Charisma modifier plus the same amount of radiant damage.
2. Phase of the Moon. The target takes a -2 penalty to AC and saving throws until the end of its next turn.
3. Phase of the Stars. You teleport the target up to 15 feet.
You must finish a long rest before you can use this feature again.