Cosmic Origin (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Class Design Guide#Subclasses if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Atlira Cosmic Sorcerer[edit]

Sorcerer Subclass


Cosmic Cycle:

Starting at 1st level, at the end of the short rest or long rest, you may choose a cosmic phase and gain its benefits. You advance to the next phase (sun -> moon -> stars -> sun) immediately after you cast a first level or higher spell.

  • Phase of the sun:

You radiate bright light for 10 feet and dim for another 10, which you may end or begin as a bonus action.(You can choose how bright when you enter this phase) When you damage a creature with an attack or spell, and that creature is within the bright light radius of one of your spells or cosmic sorcerer features, you deal 1d4 extra fire or radiant damage(your choice). If you have sunlight sensitivity, you may ignore it while in this phase. Additionally, you have access to the Light cantrip while in this phase, which you can cast as a bonus action

  • Phase of the Moon:

After an enemy hits you with an attack, you can use your reaction to teleport a number feet = 10 + your sorcerer level (round down to the nearest 5) to a spot you can see. Additionally, you have access to the Resistance cantrip while in this phase, which you can cast as a bonus action

  • Phase of the Stars:

while you are not wearing armor and not holding a shield. You gain a bonus to your AC = to the number of creatures within 10 feet of you to a maximum of your proficiency bonus. Additionally, you have access to the Guidance cantrip while in this phase, which you can cast as a bonus action

Cosmic Spells

You learn additional spells when you reach certain levels in this class, as shown on the Cosmic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You can only cast the Cosmic spell if you are in the corresponding phase unless you've learned the associated spell from another source.

Chromatic Bloodlines
level SUN MOON STARS
1 Faerie Fire Sleep Faerie Fire
2 Heat Metal Moonbeam Phantasmal Force
3 Crusader's Mantle Blink Blink
4 Fire Shield(fire only) Fire Shield (ice only) Elemental Bane
5 Wall of Light Telekinesis Circle of Power


Cosmic Alignment

At 6th level, you gain the following features regarding shifting your cosmic phase: you can use a bonus action to spend 3 sorcery points, and gain the benefits of a second phase of your choice until the end of your next turn, ending in the 3rd phase that was not chosen.

Astronomic Harmony:

At 14th level, each phase gains the following benefit. Sun: your extra 1d4 damage now applies to any creature in dim light and 2d4 to any creature in bright light, regardless of the source of the light Moon: you can take one adjacent willing creature of your size or smaller when you use your reaction to teleport using your phase of the moon feature. Stars: You gain a fly speed = to your walking speed.

Syncronized Syzygy:

At 18th level, When you use a bonus action to use your Syzygy feature, it now only costs 2 Sorcery point and you gain the benifits of all phases instead of only two. you choose which phase to end in.

5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses [[Category:]]

Home of user-generated,
homebrew pages!


Advertisements: