Cosmic Bloodline

Your blood moves in tune with the rising and setting sun, the phases of the moon, and the circling stars above.

Cosmic 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. The blazing sun awakens a fire within you. At the start of your turn, each enemy within 5 feet of you takes fire damage equal to your Strength modifier +2.

The blazing sun awakens a fire within you. At the start of your turn, each enemy within 5 feet of you takes fire damage equal to your Strength modifier +2. 2 Phase of the Moon. The watching moon envelops and protects you. You gain a bonus to AC equal to the number of conscious enemies within 10 feet of you. The bonus can not exceed your Wisdom modifier +2.

The watching moon envelops and protects you. You gain a bonus to AC equal to the number of conscious enemies within 10 feet of you. The bonus can not exceed your Wisdom modifier +2. 3 Phase of the Stars. You draw upon the power of distant stars. Whenever and enemy’s attack misses you, you can teleport 5 feet times your Intelligence modifier +2 as a reaction.

Whenever you are hit by critical damage, fall below half your base hit points, or are knocked unconscious, you must immediately change to the next higher numbered phase in the cycle (or back to phase of the sun if you are in the phase of the stars). 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. Starting at 1st level, you gain a benefit to ability checks and an additional spell based on your current Soul of the Cosmic Cycle phase:

Phase of the Sun. +2 to Athletics and Medicine checks. You also add Flaming Sphere to the known sorcerer’s spell list.

+2 to Athletics and Medicine checks. You also add Flaming Sphere to the known sorcerer’s spell list. Phase of the Moon. +2 to Deception and Stealth checks. You also add Moonbeam to the known sorcerer’s spell list. (Moonbeam now deals cold damage instead of radiant).

+2 to Deception and Stealth checks. You also add Moonbeam to the known sorcerer’s spell list. (Moonbeam now deals cold damage instead of radiant). Phase of the Stars. +2 to Perception and Insight checks. You also add Guiding Bolt to the known sorcerer’s spell list.

These spells are learnt at 2nd level. They do not count against the number of spells you know and do not require material components to cast.

Cosmic Spellfury

Starting at 6th level, when you cast a sorcerer spell of 1st level or higher that deals damage of the type associated with your current Soul of the Cosmic Cycle phase (Sun = Fire. Moon = Cold. Stars = Radiant), you can add your Charisma modifier to one damage roll of that spell.

Additionally, whenever you hit at least one enemy with a sorcerer cantrip, you can spend 1 sorcery point to gain a benefit based on your current phase in the cosmic cycle. This benefit is applied after the attack is resolved:

Phase of the Sun. Your body is fuelled by the fires of the sun. You can add your Strength modifier +2 to the total of one saving throw you make until the end of your next turn.

Your body is fuelled by the fires of the sun. You can add your Strength modifier +2 to the total of one saving throw you make until the end of your next turn. Phase of the Moon. The misty light of the moon conceals you. Reduce the total of one attack roll made against you by your Wisdom modifier +2 until the end of your next turn.

The misty light of the moon conceals you. Reduce the total of one attack roll made against you by your Wisdom modifier +2 until the end of your next turn. Phase of the Stars. The stars guide your actions. Until the end of your next turn, you may add your Intelligence modifier +2 to the DC roll of one spell you are the target of.

Cosmic Persistence

At 14th level, once per cycle you can spend 2 sorcery points as an action to gain a benefit based on your current Soul of the Cosmic Cycle phase: