```metadata
title: The Astral Sorceror
description: A subclass for Sorcerors in 5e using the Signs of the Zodiac to get powers
tags: ''
systems:
- 5e
renderer: legacy
```
##### The Sorcerer of Astral Origins
| Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | — | Spellcasting, Astral Origin | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | 6 | Astral Origin feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | 7 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | 13 | ─ | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | 14 | Astral Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | 18 | Astral Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features
As a sorcerer from the *Player's Handbook*, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d6 per sorcerer level
- **Hit Points at 1st Level:** 6 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
#### Proficiencies
___
- **Armor:** None
- **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
- **Tools:** None
- **Saving Throws:** Constitution, Charisma
- **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
#### Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
- (*a*) a light crossbow and 20 bolts or (*b*) any simple
weapon
- (*a*) a component pouch or (*b*) an arcane focus
- (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack
- Two daggers
### Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 in the *Player's Handbook* for the general rules of spellcasting and chapter 11 in the *Player's Handbook* for the sorcerer spell list.
\page
#### Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
#### Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast
one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning
hands and have a 1st-level and a 2nd-level spell slot
available, you can cast burning hands using either slot.
#### Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the
sorcerer spell list.
The Spells Known column of the Sorcerer table
shows when you learn more sorcerer spells of your
choice. Each of these spells must be of a level for which
you have spell slots. For instance, when you reach 3rd
level in this class, you can learn one new spell of 1st
or 2nd level.
Additionally, when you gain a level in this class,
you can choose one of the sorcerer spells you know
and replace it with another spell from the sorcerer
spell list, which also must be of a level for which you
have spell slots.
#### Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer
spells, since the power of your magic relies on your
ability to project your will into the world. You use your
Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier
when setting the saving throw DC for a sorcerer spell
you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
**Spell attack modifier** = your proficiency bonus + your Charisma modifier
#### Spellcasting Focus
You can use an arcane focus (see chapter 5 in the *Player's Handbook*, "Equipment") as a spellcasting focus for your sorcerer spells.
### Font of Magic
At 2nd level, you tap into a deep wellspring o f magic
within yourself. This wellspring is represented by
sorcery points, which allow you to create a variety of
magical effects.
#### Sorcery Points
You have 2 sorcery points, and you gain more as you
reach higher levels, as shown in the Sorcery Points
column of the Sorcerer table. You can never have
more sorcery points than shown on the table for your
level. You regain all spent sorcery points when you
finish a long rest.
####
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
**Creating Spell Slots.** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
##### Creating Spell Slots
| Spell Slot Level | Sorcery Points |
|:----:|:-------------|
| 1st | 2 |
| 2th | 3 |
| 3th | 5 |
| 4th | 6 |
| 5th | 7 |
**Converting a Spell Slot to Sorcery Points.** As a bonus action on your turn, you can expend one spell
slot and gain a number of sorcery points equal to the slot’s level.
### Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following
Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
#### Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
#### Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the
range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
#### Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up
to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
\page
#### Extended Spell
When you cast a spell that has a duration of 1 minute
or longer, you can spend 1 sorcery point to double its
duration, to a maximum duration of 24 hours.
#### Heightened Spell
When you cast a spell that forces a creature to make a
saving throw to resist its effects, you can spend 3 sorcery
points to give one target of the spell disadvantage on its
first saving throw made against the spell.
#### Quickened Spell
When you cast a spell that has a casting time of 1 action,
you can spend 2 sorcery points to change the casting
time to 1 bonus action for this casting.
#### Subtle Spell
When you cast a spell, you can spend 1 sorcery point to
cast it without any somatic or verbal components.
#### Twinned Spell
When you cast a spell that targets only one creature and
doesn’t have a range of self, you can spend a number of
sorcery points equal to the spell’s level to target a second
creature in range with the same spell (1 sorcery point if
the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, *magic missle* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.
### Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points
whenever you finish a short rest.
## Astral Origin
A sorcerer that has been touched by the Astral Plane in some way, whether being born in it or being touched by an entity that resides in it, can find themselves able to control the magic that flows between the planes.
### Aspects of the Zodiac
Your innate magic comes from your connection to the Astral Plane, allowing you to channel the power of the stars themselves.
***Star Signs.*** When you would take your Astral Origin feature you may choose one of the powers of the Star Signs listed below.
The same Star Sign can't be chosen twice.
This occurs at 1st level and again at 6th, 14th, and 18th level.
#### Star Sign Aries
When you take this Aspect, you feel the eternal majesty of the universe give you strength.
Immediately after taking this aspect, you replace your Constitution modifier for hit points with your Charisma modifier instead when you roll for health each sorcerer level.
This applies retroactively to all previous sorcerer levels and to your uses of Hit Die during a short rest.
#### Star Sign Taurus
When you take this Aspect, you channel the power of the unending universe.
As a touch action, you may grant one designated creature Relentless Endurance (page 41 of the *Player's Handbook*) so that when they are reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead.
This effect lasts for 1 minute or until it is triggered.
You regain this ability after finishing a long rest.
#### Star Sign Gemini
When you take this Aspect, you are filled with the power of a binary star.
As an action, you can summon a physical duplicate of yourself within a 30 ft radius once that lasts for one minute.
This duplicate acts on your initiative, can deliver touch spells you know, has the same hit points and AC as you have when summoned and you may also trade places with the duplicate one time as a bonus action. Upon death, the clone persists for the remaining duration of the ability, but can't be used.
You regain this ability after finishing a short or long rest.
#### Star Sign Cancer
When you take this Aspect, you extend your power like an asteroid field to protect your allies.
As an action, you may grant up to 3 designated creatures +2 AC for a number of rounds equal to your Charisma modifier.
You regain this ability after finishing a long rest.
#### Star Sign Leo
When you take this Aspect, you feel the power of a meteorite's impact aid your blows.
As a bonus action, you gain advantage for your next attack roll.
You regain this ability after finishing a short or long rest.
#### Star Sign Virgo
When you take this Aspect, you gain the qualities of a star cradle to nurture and heal.
As an action, you may designate up to 6 creatures, except for yourself, within a 30 ft radius. These creatures gain 1d4 hit points per your sorcerer level.
You regain this abiliy after finishing a long rest.
#### Star Sign Libra
When you take this Aspect, you feel the balance between the stars and the void of space and how to apply it to your inner power.
\page
As a bonus action, you may trade 4 hit
points for 1 sorcery point, up to max HP, once or 1 sorcery point for 4 hit points, up to max HP, once.
You regain this ability after finishing a long rest.
#### Star Sign Scorpio
When you take this Aspect, you gain the power of a focused supernova to explode across a foe.
You may, as a reaction, reflect the last instance of damage inflicted to you onto the target that dealt it as Force damage. The target makes a Constitution saving throw vs. your spell save DC, on a successful save, the target takes half damage.
You regain this ability after finishing a long rest.
#### Star Sign Sagittarius
When you take this Aspect, you embrace some of the qualities of a Cosmic Wanderer and gain insight into how to apply them to your body.
As a reaction, you can dissolve your body into a nebulous mist form, causing an enemy to have disadvantage for 1 attack.
You regain this ability after finishing a short or long rest.
#### Star Sign Capricorn
When you take this Aspect, you may surround your allies with rings like the distant planets to protect them.
As a bonus action, you may grant a number of creatures equal to your Charisma modifier damage resistance against the next instance of magical damage taken for one minute.
You regain this ability after finishing a long rest.
#### Star Sign Aquarius
When you take this Aspect, ancient knowledge flows through you that only the stars remember of the magical arts, the events of the past, and the divine.
Immediately after taking this aspect, you gain proficiency in History, and add 2 to your proficiency bonus on Arcana and Religion checks permanently.
#### Star Sign Pisces
When you take this Aspect, you shine like a star to those around you.
Immediately after taking this aspect, you gain proficiency in Performance, and add 2 to your proficiency bonus on Persuasion and Insight checks permanently.
Made by Greydawn95, MadHatterMike, PrinceBoo, and SneakyAdolf