Star Touched

By either an ancient ritual, or a birthright passed down through generations, you are able to use magic that reflects the power of stars. This magic, both old and powerful, can shape worlds or destroy them, and lets you shine the light from above down onto those who would face you.

Star Origin Spells

Sorcerer Level Spell 1st guiding bolt 3rd darkness 5th melf’s minute meteors 7th banishment 9th contact other plane 11th sunbeam

The Star Origin Spells are for use with u/SwordMeow's Tweaked Sorcerer, which is linked in the credit section. If you plan to play the PHB sorcerer, ignore the Star Origin Spells.

Stardust

Starting when you choose this origin at 1st level, the power of starlight is ingrained into your magic, and it shines as it does. Whenever you cast a spell of 1st level or higher, you can summon a mote of starlight that orbits around you in your space. The number of motes you create increases to 2 at 6th level, 3 at 14th level, and 4 at 18th level. These motes last for a minute, or until they move further than 120 feet away from you.

You can use your bonus action to send out a mote that is orbiting you to a point within 60 feet of you. You can recall any number of motes that are not orbiting you as a bonus action. Motes that are not orbiting you shed bright light in a 5 foot radius.

You shed bright light in a 5 foot radius while you have a mote orbiting you, and you can have a maximum number of motes equal to your Charisma modifier + half your sorcerer level, rounded down.

While a mote is orbiting you, you can use your action to make a ranged spell attack roll, flinging the mote at a creature within 60 feet of you. If the attack hits, the creature takes 1d8 radiant damage, and the mote sticks to the creature. While a mote is stuck to a creature, that creature sheds bright light in a 5 foot radius. That creature can use its action to remove the mote, at which point it will return to orbiting you.

You can make additional attacks with your motes when you reach higher levels: you can attack with two motes as part of the same action at 5th level, three motes at 11th level, and four motes at 17th level. You can direct the motes at the same target or at different ones. Make a seperate attack roll for each mote.

Guiding Lights

Also at 1st level, your attunement to the stars allows you to find your way. While you can see the night sky, you gain advantage on Wisdom (Survival) checks to navigate, and you always know which way is north.

Flicker

Starting at 6th level, you can cause a mote to explode in a flash of light, or fade into a cloud of dust. As an action on your turn, you can spend 2 sorcery points and destroy a mote to cast pyrotechnics, with the mote counting as an area of fire for the purposes of the spell, centred on the mote's location.

Brilliant Light

At 6th level your cosmic magic allows you to manipulate your other spells. Whenever you cast a spell that deals damage, you can substitute one of the damage types it deals with radiant damage for that casting of the spell. Once you use this feature, you must finish a short or long rest before you can do so again.

Shifting Cosmos

At 14th level, when you send out a mote that is orbiting you, you can spend 1 sorcery point to travel with the mote, appearing within 5 feet of the mote you sent out, which then returns to orbiting you.

Shooting Stars

At 18th level, you can now wield the destructive power of the cosmos, allowing you to cause your motes to detonate in a brilliant flash of destructive energy. As an action on your turn, you can cause any number of your motes to rush to a creature within 120 feet of you, spending 1 sorcery point for each mote.

The creature must make a Dexterity saving throw, taking 2d10 radiant damage per mote and be blinded until the start of its next turn on a failed save, and half as much damage and not be blinded on a successful one.