The vast expanse of space is a realm of magic and mystery. The forces of creation wage war against the unyielding sway of entropy, and amidst this battle of chaos and order, miracles can happen.

Soul of the Cosmos

You are a creature of the stars and your soul yearns to traverse the void between them. Whether your birth was influenced by a grand convergence of cosmic powers, the discovery of a new celestial body, or something far more enigmatic, the power of the cosmos is yours to command.

Cosmic Sorcerer Features Sorcerer Level Feature 1st Glimpse of the Void, Stellar Guidance 6th Cosmic Leylines 14th Tide of Entropy 18th Music of the Spheres

Glimpse of the Void The stream of the galaxy marks your path and the stars guide your steps through darkness as black as the void itself. At 1st level, you have darkvision with a range of 60 feet. If you already have darkvision, the range is increased by 30 feet. Additionally, while under a night sky with at least one visible star, you are immune to effects that would blind you, you can always determine which direction is north, and can't become lost except my magical means.

Stellar Guidance The stars are more than willing to lend you their strength whenever the need arises. At 1st level, you learn the guiding bolt spell. When you reach 3rd level in this class, you learn the flaming sphere spell. These spells do not count against the number of known spells you know.

Cosmic Leylines Starting at 6th level, you are in tune with the primal chaos of cosmic landscape. You feel the very essence of the celestial bodies and the forces they use to impose their will. When you cast a spell of 1st-level or higher that deals fire, force, or radiant damage, you can add your Charisma modifier to the damage. You also gain a pool of Cosmic dice. This pool contains a number of d4's equal to your sorcerer level. Whenever you cast a spell of 1st level or higher that deals damage, you may expend dice from that pool equal to the spell's level and roll them, dealing additional fire, force, or radiant damage (your choice) equal to the number rolled. Regain half of the number of spent dice at the end of a short rest.

Tide of Entropy At 14th level, you know that all that lives must also die, all that is made must someday be unmade, and that there are energies at work in the cosmos that bring about this inevitability. You gain the ability to show your enemies the darker nature of the universe. As an action, all creatures within 30 feet that can see you must make a Constitution saving throw against your spell save DC. On a failed save they take 4d12 psychic damage and are stunned until the end of your next turn as they are wracked by the futility of their existence. On a success they take half damage and are not stunned. Creatures with Truesight automatically fail the save. You can use this feature once, and regain the ability to do so after finishing a short or long rest.