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

Stardust

Starting when you choose this origin at 1st level, your 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 at a point within 30 feet of you. The number of motes you create increases to 2 at 6th level, 3 at 14th level, and 4 at 18th level.

This mote sheds bright light in a 10 foot radius, and dim light for an additional 10 feet. The mote lasts for a minute, and vanishes if you move further than 120 feet away from it. You can have a maximum number of motes equal to your Charisma modifier + half your sorcerer level, rounded down.

While a hostile creature is standing in the bright light created by the mote, it is unable to take reactions, dazzled by the light the mote creates.

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 gain greater control over the motes you create. You can use your bonus action to move a mote within 60 feet of you up to 20 feet in any direction.

Additionally, 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 rest before you can do so again.

Shifting Cosmos

At 14th level, as a bonus action, you can spend 1 sorcery point to teleport up to 60 feet to an empty space within 10 feet of one of your motes.

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 on a successful one.