Sorcerous Origin: Cosmos

This sorcerer has cosmic energy in their blood allowing them to draw power from the celestial bodies and phenomena that inhabit the sky. These anomalies gain their power through some extraordinary event that takes place either at birth, later in their life, or from an ancestor. Perhaps they were born under the power of a passing comet or an ancestor of theirs was blessed by a consort of the Moon or the Sun. Whatever the case, this sorcerer has the potential to become the mortal embodiment of the cosmos.

Gift of the Cosmos

This sorcerous origin gains a list of additional spells it can learn. You must be able to cast at the spell level associated with the listed spells. These spells still count towards your Spells Known, however, they are considered Sorcerer spells and use your Spellcasting ability.

Spell Level Spell 1st Ray of Sunshine * 2nd Moonbeam 3rd Star Signs * 4th Control Water 5th Miniature Comet *

*Homebrewed spells are listed below at the end of the document.

Stellar Navagation

You always know the time of day. Additionally, if you can see the sky (when it's clear) then you always know exactly where you are on the material plane and which way is North.

Control Gravity

At 1st level, the power of the cosmos has gifted you with the power to control gravity around you. You can manipulate gravity by strengthening or weakening its effect around the area of the intended target so that attacks are thrown off their course.

Whenever you or an ally you can see within 15 feet of you is targeted by an attack that requires an attack roll, you can use your reaction to reduce the attack roll by an amount equal to your Charisma modifier + your Sorcerer level divided by 4 (rounded up). You can do this after the attack roll has been made, but before the effects are applied.

Spell attacks that affect an area or deal psychic damage are immune to this effect.

You can use this feature a number of times equal to your Charisma modifier per long rest.

Cosmic Phenomenon

At 6th level, you draw upon the power of cosmic events to get yourself out of a bind. As a bonus action, you can spend 2 sorcery points to do one of the following:

Shooting Star: You teleport 30 feet away in a straight line, that is 5 feet wide, to a spot you can see. When you do so, creatures in that line must make a Dexterity saving throw against your spell save DC. On a failure, they take fire damage equal to 3d6 + your Charisma modifier or half as much on a success.

You teleport 30 feet away in a straight line, that is 5 feet wide, to a spot you can see. When you do so, creatures in that line must make a Dexterity saving throw against your spell save DC. On a failure, they take fire damage equal to 3d6 + your Charisma modifier or half as much on a success. Holes in Space: You can teleport up to 30 feet away to a spot you can see. Additionally, any creatures within 10 feet of you must make a Wisdom saving throw against your spell save DC. On a failure, they are teleported 15 feet back in the opposite direction you went. On a success, nothing happens to the creatures, but you still teleport.

Creatures affected by Holes in Space are only teleported in a straight line over a flat surface. For example, if the player was to teleport to an area above where they originally were then the affected creatures would not teleport below the ground or vice versa. If the affected creature would be teleported to a spot occupied by an object or another creature, then the affected creature is pushed into the nearest unoccupied spot.

You can teleport up to 30 feet away to a spot you can see. Additionally, any creatures within 10 feet of you must make a Wisdom saving throw against your spell save DC. On a failure, they are teleported 15 feet back in the opposite direction you went. On a success, nothing happens to the creatures, but you still teleport.

Once you use this feature, you can't use it again until you finish a short or long rest.

Essence of the Sun and the Moon

At 14th level, you gain the ability to draw on some of the essence of the cosmos to gain beneficial effects when casting certain spells. Whenever you finish a short or long rest, choose one of the following essences:

Essence of the Sun: Whenever you cast a spell that deals radiant or fire damage you can add extra damage of the same type to it equal to half your sorcerer level against one creature of your choice targeted by the spell. You can do this once per casting.

Whenever you cast a spell that deals radiant or fire damage you can add extra damage of the same type to it equal to half your sorcerer level against one creature of your choice targeted by the spell. You can do this once per casting. Essence of the Moon: Whenever you cast a spell that deals radiant or fire damage, you or an ally within 30 feet of the spell's target regains a number of hit points equal to the spell's slot level + your Charisma modifier. You can do this once per casting.

You keep the effects of the chosen essence until you finish a short or long rest where you can choose a new one.

Celestial Body

At 18th level, you have grown in power to the point where your body is so naturally in tune with the power of the cosmos that you gain the following effects: