```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.















































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