Sorcerous Origin

Cosmic Bloodline

The sun, the moon, and the stars speak to you in the voiceless language of the cycles. Your blood moves in tune with the rising and setting sun, the phases of the moon, and the circling stars above.

Arcane magic is in your blood and you unleash it through sheer force of will and physical discipline.

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

At 1st level, you become attuned with the cosmic cycle. At the end of a short or extended rest, choose a cosmic phase and gain its benefits:

1 Phase of the Sun - At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier.

At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. 2 Phase of the Moon - You gain a bonus to AC equal to the number of conscious enemies adjacent to you.

You gain a bonus to AC equal to the number of conscious enemies adjacent to you. 3 Phase of the Stars - Whenever and enemy’s attack misses you, you can teleport a number of squares equal to your Strength modifier as a reaction.

Whenever you lose more than half your base hit points, you must immediately change to the next higher numbered phase in the cycle. In addition, any time you land a critical hit on an enemy, you may choose to immediately change to the next higher numbered phase in the cycle.

Student of the Cosmos

The sun, the moon, and the stars speak to you in the voiceless language of the cycles. At 1st level, you gain a benefit on checks based on your current phase:

Phase of the Sun - +2 to Athletics and Medicine checks.

+2 to Athletics and Medicine checks. Phase of the Moon - +2 to Deception and Stealth checks.

+2 to Deception and Stealth checks. Phase of the Stars - +2 to Perception and Insight checks.

You also add Guiding Bolt and Moonbeam to the known sorcerer’s spell list.

Cosmic Power

Starting at 6th level, when you cast a spell that deals damage of the type associated with your current phase of the cosmic cycle (Sun = Fire/Radiant. Moon = Cold/Radiant. Stars = Lightning/Radiant) you can add your Charisma modifier to one damage roll of that spell.

Once during each phase, you can also spend a sorcerer point to gain a benefit based on your current phase:

Phase of the Sun - You borrow the sun’s radiance to restore hit points equal to your Strength modifier. You also gain a resistance to the Cold for 1 hour or until you move into a different phase.

You borrow the sun’s radiance to restore hit points equal to your Strength modifier. You also gain a resistance to the Cold for 1 hour or until you move into a different phase. Phase of the Moon - A ray of cold moonlight shines down from above, restraining target creature damaged by your spell until the start of your next turn (save ends). You also gain a resistance to Psychic for 1 hour or until you move into a different phase.

A ray of cold moonlight shines down from above, restraining target creature damaged by your spell until the start of your next turn (save ends). You also gain a resistance to Psychic for 1 hour or until you move into a different phase. Phase of the Stars - The stars send shafts of light down upon your foe, leaving target creature damaged by your spell incapacitated until the start of your next turn (save ends). You also gain a resistance to Radiant for 1 hour or until you move into a different phase.

Cosmic Spellfury

At 14th level, whenever you hit at least one enemy with a sorcerer cantrip, you gain a benefit based on your current phase in the cosmic cycle. This benefit is applied after the attack is resolved.