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Cosmic Sorcerer Bloodline
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<blockquote data-quote="Remathilis" data-source="post: 6566438" data-attributes="member: 7635"><p>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. </p><p></p><p>Feedback is welcome. </p><p></p><p><strong>Cosmic Magic</strong></p><p>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.</p><p></p><p><strong>Cosmic Cycle</strong></p><p>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. </p><p></p><p><em>1. Phase of the Sun.</em> 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.)</p><p></p><p><em>2. Phase of the Moon. </em>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.)</p><p></p><p><em>3. Phase of the Stars. </em>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.)</p><p></p><p>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).</p><p></p><p><strong>Cosmic Power</strong></p><p>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.</p><p></p><p>Additionally, add the spell <em>Moonbeam</em> to the list of spells you can learn.</p><p></p><p><strong>Cosmic Persistence</strong></p><p>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.</p><p></p><p><strong>Cosmic Awareness</strong></p><p>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.</p><p></p><p><strong>Cosmic Unity</strong></p><p>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.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6566438, member: 7635"] 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. [B]Cosmic Magic[/B] 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. [B]Cosmic Cycle[/B] 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. [I]1. Phase of the Sun.[/I] 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.) [I]2. Phase of the Moon. [/I]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.) [I]3. Phase of the Stars. [/I]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). [B]Cosmic Power[/B] 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 [I]Moonbeam[/I] to the list of spells you can learn. [B]Cosmic Persistence[/B] 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. [B]Cosmic Awareness[/B] 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. [B]Cosmic Unity[/B] 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. [/QUOTE]
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