sandmote
2021-02-12, 03:15 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/dWwc0fZsvELa)
Marked by the sky above, you have been exposed to the magic of the heavens, whether by travel, a strange portal, or simply by a cosmic entity such a comet having marked you at birth. Whatever the source, your travels are tied to the stars that twinkle in the night sky, and they infuse your very essence.
Starmarked Sorcerer Quirks
At your option, you can pick from or roll on the Starmarked Sorcerer Quirks table to create a quirk for your character.
Starmarked Sorcerer Quirks
d6 Quirk
Your eyes glow faintly in the dark
When you are angry, cold lights rise from you like embers off a bonfire
You converse with one particular star or constellation
You sleep with your eyes open
You never shiver and your breathe does not fog
You are always flushed and warm to the touch
Guiding Star
When you choose this archetype at 1st letter, you learn the Radiant Flame cantrip, which doesn't count against the number of sorcerer cantrips you know. As an action, you can also create a small hovering light, resembling a star, shining down on a point on the ground you can see up to 120 feet away. The light shines dim light on that point a 60 foot tall cylinder with a 5 foot radius.
Suffusion of Sun
At 1st level, you can use a bonus action on your turn to suffuse your attacks and spells with distant flame. When you do so, one target you hit with an attack or spell before the end of your turn takes an extra 1d4 fire damage.
This damage increases as you gain sorcerer levels. It increases to 2d4 at 6th level, 3d4 at 14th level, and 4d4 at 18th level. Starting at 14th level, you can choose to deal radiant damage with this feature instead of fire damage.
This is intended as a feature competing with Quickened Spell. It should be weaker than casting an additional cantrip, as you lose the damage on a miss, but this doesn't cost sorcery points. Hopefully it gives a slight edge to other metamagics for PCs of this subclass?
Searing Starlight
Starting at 6th level, you are inured to the heat of the stars. You gain resistance to fire and radiant damage. In addition, whenever you start casting a spell of 1st level or higher that deals fire or radiant damage, starbidden magic erupts from you. Creatures of your choice within 10 feet of you must make a Constitution saving throw against your spell save DC or be blinded until the start of your next turn.
Trek to Distant Stars
At 14th level, your connection to far off celestial objects allow you to travel as far as they reach. When you are in bright or dim light, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in bright or dim light.
Knockoffs of the 6th level Storm Sorcery and Shadow Magic features.
Form of Starlight
Starting at 18th level, you can spend 5 sorcery points as a bonus action to transform yourself into a form of pure starlight. In this form, you no longer need to breath, have immunity to fire and radiant damage, you deal your suffusion of sun damage each turn without having to spend a bonus action, and a creature that takes damage from your suffusion of sun must make a saving throw against your spell save DC or be blinded until the start of your next turn. You also gain resistance to cold, force, and nonmagical bludgeoning, piercing and slashing damage.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
This feature in particular I'm worried is a bit weak. it mostly builds off of the 1st level feature, and costs sorcery points. On the other hand, it improved your action economy slightly, so it might still allow for some very strong options.
Marked by the sky above, you have been exposed to the magic of the heavens, whether by travel, a strange portal, or simply by a cosmic entity such a comet having marked you at birth. Whatever the source, your travels are tied to the stars that twinkle in the night sky, and they infuse your very essence.
Starmarked Sorcerer Quirks
At your option, you can pick from or roll on the Starmarked Sorcerer Quirks table to create a quirk for your character.
Starmarked Sorcerer Quirks
d6 Quirk
Your eyes glow faintly in the dark
When you are angry, cold lights rise from you like embers off a bonfire
You converse with one particular star or constellation
You sleep with your eyes open
You never shiver and your breathe does not fog
You are always flushed and warm to the touch
Guiding Star
When you choose this archetype at 1st letter, you learn the Radiant Flame cantrip, which doesn't count against the number of sorcerer cantrips you know. As an action, you can also create a small hovering light, resembling a star, shining down on a point on the ground you can see up to 120 feet away. The light shines dim light on that point a 60 foot tall cylinder with a 5 foot radius.
Suffusion of Sun
At 1st level, you can use a bonus action on your turn to suffuse your attacks and spells with distant flame. When you do so, one target you hit with an attack or spell before the end of your turn takes an extra 1d4 fire damage.
This damage increases as you gain sorcerer levels. It increases to 2d4 at 6th level, 3d4 at 14th level, and 4d4 at 18th level. Starting at 14th level, you can choose to deal radiant damage with this feature instead of fire damage.
This is intended as a feature competing with Quickened Spell. It should be weaker than casting an additional cantrip, as you lose the damage on a miss, but this doesn't cost sorcery points. Hopefully it gives a slight edge to other metamagics for PCs of this subclass?
Searing Starlight
Starting at 6th level, you are inured to the heat of the stars. You gain resistance to fire and radiant damage. In addition, whenever you start casting a spell of 1st level or higher that deals fire or radiant damage, starbidden magic erupts from you. Creatures of your choice within 10 feet of you must make a Constitution saving throw against your spell save DC or be blinded until the start of your next turn.
Trek to Distant Stars
At 14th level, your connection to far off celestial objects allow you to travel as far as they reach. When you are in bright or dim light, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in bright or dim light.
Knockoffs of the 6th level Storm Sorcery and Shadow Magic features.
Form of Starlight
Starting at 18th level, you can spend 5 sorcery points as a bonus action to transform yourself into a form of pure starlight. In this form, you no longer need to breath, have immunity to fire and radiant damage, you deal your suffusion of sun damage each turn without having to spend a bonus action, and a creature that takes damage from your suffusion of sun must make a saving throw against your spell save DC or be blinded until the start of your next turn. You also gain resistance to cold, force, and nonmagical bludgeoning, piercing and slashing damage.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
This feature in particular I'm worried is a bit weak. it mostly builds off of the 1st level feature, and costs sorcery points. On the other hand, it improved your action economy slightly, so it might still allow for some very strong options.