Cosmic Sorcerer Bloodline

Remathilis

Legend
So this was my stab at a cosmic sorcerer bloodline; trying to keep some of the flavor/options of the 4e one but obviously adapting it back to a spell slot system.

Feedback is welcome.

Cosmic Magic
The sun, the moon, and the stars speak to you in the voiceless language of cycles. The natural flow of the seasons tugs at your blood as the tide acts upon the oceans, pushing and pulling with gentle insistence regardless of the storm’s fury, the dragon’s flight, or the antics of otherworldly primordials. 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.

Cosmic Cycle
Starting when you choose this origin at 1st level, you can manipulate the forces of the cosmos to grant you protection against your foes. At the end of a long or short rest, you can choose to attune yourself to one of the following cosmic forces. As an action, you can enter a phase, granting you certain abilities.

1. Phase of the Sun. You radiate an aura of pure sunlight, burning your foes. Any foe within 5 feet of you takes either fire or radiant damage (your choice) equal to half your sorcerer level (to a minimum of one). This effect lasts for 1 minute or until you stop concentrating on it (as if you were casting a concentration spell.)

2. Phase of the Moon. You draw upon the shifting phases of the moon to cloak you in moonlight. All foes attacking you have disadvantage unless they can see in darkness. This effect lasts for 1 minute or until you stop concentrating on it (as if you were casting a concentration spell.)

3. Phase of the Stars. You call upon the vast distance of the stars to move you of danger. Whenever an attack misses you, you teleport up to 20 feet in any direction you chose. This effect lasts for 1 minute or until you stop concentrating on it (as if you were casting a concentration spell.)

Once you finish using one of these powers, your phase immediately changes to the next higher-numbered phase (or back to the phase of the sun if you are in the phase of the stars).

Cosmic Power
Starting at 1st level, you allow the cosmic cycle you are in to influence your magic. You can add your Charisma modifier to the damage of spells of a certain damage type, determined by what cosmic phase you are in. Phase of the sun: fire or radiant damage, phase of the moon: psychic or cold damage, phase of the stars: force or necrotic. This bonus lasts until you enter a new phase.

Additionally, add the spell Moonbeam to the list of spells you can learn.

Cosmic Persistence
Starting at 6th level, you have the ability to resist certain types of damage, dependent on what phase you are in. If you are in the phase of the sun, you have resistance to cold. If you are in phase of the moon, you have resistance to radiant. If you are in phase of the stars, you gain resistance to psychic damage. This resistance lasts until you enter a new phase.

Cosmic Awareness
At 14th level, you gain greater insight into the nature of the world when you are in a cosmic cycle. For as long as you are in a cosmic phase, you have truesight.

Cosmic Unity
Beginning at 18th level, you can control your cosmic power to the fullest. You can choose what phase you wish to use whenever you use your cosmic cycle ability, even choosing the same one twice in a row.
 

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I like it. Flavor is good and carries through the abilities (don't remember the 4e version), and it seems balanced on reading.

Question on Cosmic Unity: Do you still end up in the next cycle after using a Cosmic Cycle ability, or can you hold yourself in the same phase? (ex. If you use Phase of the Sun while fighting ice trolls, can you retain the phase for the cold resistance between uses?)
 

I like it. Flavor is good and carries through the abilities (don't remember the 4e version), and it seems balanced on reading.

Question on Cosmic Unity: Do you still end up in the next cycle after using a Cosmic Cycle ability, or can you hold yourself in the same phase? (ex. If you use Phase of the Sun while fighting ice trolls, can you retain the phase for the cold resistance between uses?)
Basically, cosmic unity removes the "shift to the next phase" requirement after you finish a phase, allowing you to go from sun to stars, moon back to sun, or do sun twice in a row. (For example)
 

Wow. This is quite interesting. I really, really like it. The flavor, as dragongrief mentionned, carries through and is also useful. It's quite balanced, and I think it might actually be a bit underpowered, so I might add a greater selection of spells along with moonbeam, maybe one or two other ones for each spell level (mostly druidic spells).

I will definitely point out to this archetype for any of my players who wants to play a sorcerer.
 


I'm a little confused about the timing of these abilities. Do the bonus damage, resistance, and truesight only kick in during the 1 minute period when you're actively using the concentration-limited defensive bonus of the phase? Or are they persistent?

And does the short and long rest reset apply to the use of the cosmic cycle? It doesn't mention that the power is only recharged after a rest, so I was a little unclear as to exactly how persistent all of the powers were intended to be.
 

I'm a little confused about the timing of these abilities. Do the bonus damage, resistance, and truesight only kick in during the 1 minute period when you're actively using the concentration-limited defensive bonus of the phase? Or are they persistent?

And does the short and long rest reset apply to the use of the cosmic cycle? It doesn't mention that the power is only recharged after a rest, so I was a little unclear as to exactly how persistent all of the powers were intended to be.

I actually was working on cleaning up the language. Lets see if I can do so.

You finish a rest. You choose your next cycle. (Sun). You are 14th level.

You enter a combat. You invoke your phase (sun). You now gain the sun radiance aura, the bonus to fire and radiant damage, the resistance to cold, and true sight.

You get hit by a frost giant's club and lose concentration. All those abilities go away. You take another action to restart your phase, but now it MUST be the phase of the moon. You gain all the powers of that phase now.

Combat ends, and you drop your power. You walk down the hall to the next room. Another fight. You invoke your phase, which now MUST be phase of the stars. If you end that phase (voluntarily or not) you go back to phase of the sun.

However, you opt to take a short rest. During that short rest, you can "reset" to any point in the cycle again (say, back to phase of the moon) and the cycle starts from there again.

I'll post my cleaner version later. Does that work?
 

However, you opt to take a short rest. During that short rest, you can "reset" to any point in the cycle again (say, back to phase of the moon) and the cycle starts from there again.

I'll post my cleaner version later. Does that work?
Makes sense, yep, and was what I thought you meant from context. I would point out, though, that the reset during a rest isn't particularly necessary, as it only takes up to 3 rounds to re-enter any phase you desire. (Use Phase 2, stop concentration. Use phase 3, stop concentration. Back to phase 1.)

Also, moonbeam is such a perfect spell, concept-wise, maybe it could be more integral to the subclass as a whole? Maybe have it change its damage type based on your current phase?
 

I only added moonbeam since it seemed it was the only cosmic-themed spell (daylight, minute meteors, sunburst, etc) that sorcerers didn't get.
 

I only added moonbeam since it seemed it was the only cosmic-themed spell (daylight, minute meteors, sunburst, etc) that sorcerers didn't get.
Got ya. Considering how similar cosmic sorcerers feel to Balance Druids from WoW, moonbeam just seemed very apropos, considering its similarity to the Moonfire/Sunfire spells.
 

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