OGC:Cosmic Syzygy (5e Subclass)
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Sorcerous origin: Your innate magic comes from vast cosmic forces, energy that moves in eldritch patterns throughout the cosmos. You might have been born under a momentous alignment of stars or planets. Alternatively, you might have been touched by the cosmic threads of fate, perhaps through a planar portal to Arcadia or a faerie realm strictly bound by byzantine laws. Maybe you unlocked unknown potential as a result of contact with alien entities from beyond normal space and time or with a desperate wish upon a falling star. Or your power might come from the mark of an angel, devil, or fey as the result of divine interest or a parent’s plea. In any case, cosmic power infuses you with a sense for destiny’s most likely course and empowers you to alter it.
Starting at 1st level, you can evoke the power of destiny to make the most probable outcome a certainty. When you deal damage with a weapon or spell attack on your turn, you can use the average die roll instead of rolling dice, rounding the total up to the nearest whole number. You must choose to use this feature after you hit but before you deal damage.
- 1d3 = 2
- 1d4 = 3
- 1d6 = 4
- 1d8 = 5
- 1d10 = 6
- 1d12 = 7
Starting at 1st level, you can draw power from the alignments of various celestial bodies. Your cosmic power allows you to draw upon a variety of subtle influences that others could never measure, much less use. You can meditate on any visible celestial body (including the sun) for 10 minutes to choose one of the following fate conjunctions, gaining its benefit for the next 24 hours. Once you have chosen a fate conjunction, you can’t gain another until you complete a long rest. Choosing a new fate conjunction while a previous one is still active replaces the old conjunction.
- Guided Hand. You foretell the victory of a creature you are familiar with. Whenever that creature makes an attack roll, it can choose to treat an attack roll as if it rolled a 12. The creature must be within 60 feet of you to replace a roll in this way. The creature can replace a number of attack rolls this way equal to your Charisma modifier (minimum 1).
- Fate’s Protection. Choose a creature you are familiar with and a damage type: acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, thunder. Whenever it is within 60 feet of you, the chosen creature has resistance to the chosen damage type. This resistance fades after reducing damage a number of times your Charisma modifier (minimum 1).
- Metamagic Conjunction. The magic within you shines forth under this conjunction, causing your eyes to glow. Whenever an ally within 60 feet casts a spell, you can use your reaction to modify the spell with one option from your Metamagic feature. Using Metamagic in this way consumes your sorcery points as if you had altered one of your own spells.
- Ritual Insight. The stars whisper the techniques of ritual magic in your mind. You can cast any sorcerer spell with the ritual tag as a ritual, even if you don’t know it. This ritual spell must be of a level you can cast.
At 6th level, you can use your natural connection to divine fortune to give yourself an edge in any situation. After making an attack roll, saving throw, or ability check, you can spend 1 sorcery point as a reaction to treat the die roll as a 12. You must use this feature before you know if the roll was a success or a failure.
You also learn the spell astromancy as a sorcerer spell that doesn’t count against your spells known limit.
Starting at 14th level, you can see the future a moment before it happens. You can’t be surprised while you are conscious. When you are attacked by a creature you can see, you can take the Dodge action as a reaction.
At 18th level, you may spend 3 sorcery points as a bonus action to cut short the thread of a creature’s destiny. You must be able to see the target, and it must be within 60 feet of you. The next time the target takes damage, treat all damage dice as if they had rolled the maximum amount.