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D&D Sorcerer Subclass: Startouched

Maybe an ancestor traveled the cosmos in a Spelljammer or had a glimpse of the universe during an Expedition to the Barrier Peaks. Your innate magic comes from the stars and space itself, and you always feel a connection to a starry night sky.

Image compiled by me using the following resources:
Black Magic 24 by Liam Stock
Stars by Pauline Moss

Startouched Sorcerer Quirks

The powers imbued by the cosmos shine through your body in some way. Deep space may be cold, stars are anything but. You can pick from or roll a d6 on the list below to determine your Startouched Sorcerer quirk.

  1. You are always hot to touch; almost scalding, but never enough to burn
  2. Your pupils are more like black holes in a nebula, as your irises shift and change like clouds of interstellar dust
  3. Your skin itself shines and glistens, sparkling when exposed to the light
  4. You always want to stare up at the night sky if stars are visible; you may spend more time on the roof of an inn than in your room
  5. You barely bleed, but your blood shines like a distant star in the sky if you are badly injured
  6. You breathe through your skin more than your respiratory system; though you are still affected by anything breath-related, your chest barely moves when you breathe and you don’t exhale or inhale through your nose or mouth

Startouched Magic Features

Sorcerer
Level
Feature
1stStarlight Vision
3rdStarlight Vision (blinding light)
6thNova Soul
14thWormhole
18thGravity Well

Starlight Vision

Starting at 1st level you are able to see as clearly at night as in day, so long as you can see the stars. This sight works even indoors, so long as you’re near a window with a view of the night sky or on partially cloudy nights. You are immune to any negative effects from bright lights or shifts from dark to bright.

When you reach 3rd level in the class you can cast blinding light (see below), which doesn’t cast against your sorcery spells known. You can cast the spell by using a spell slot or spending 2 sorcery points. Given your innate starlight vision, you are immune to the effects of the spell.

Nova Soul

At 6th level, you gain resistance to fire and radiant damage. In addition, whenever you start casting a spell of 1st level or higher that deals fire or radiant damage, a wave of heat erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire or radiant damage (choose each time this ability activates) equal to your sorcerer level.

Wormhole

At 14th level, you gain the ability to teleport to any spot you can see within 120 feet. The power requires 1 action to activate and 4 sorcerer points. The sudden rift in time and space causes radiant damage equal to your sorcerer level in a 5 foot sphere from where you were last standing and your destination.

Gravity Well

Edited 12-March-2020 for better game balance.

At 18th level, you can spend 6 sorcerer points to conjure a sphere of annihilation that floats in a fixed position at a point of your choosing within 120 feet. The sphere remains as long as you are within the conjuration radius and able to focus on it. Performing another action (including moving or speaking), falling unconscious, or dying will immediately disperse the sphere.

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage.

Spell: Blinding Light

Edited 12-March-2020 for clarification.

Evocation
Level: 2
Casting time: 1 action
Range: Self (15-foot radius sphere)
Components: V, S
Spell Duration: Instant
Fail Duration: 1 minute

You create a painfully bright flash of light centered around you. Every creature that uses its eyes to see in a 15-foot radius must make a Constitution saving throw. Upon failure, the creature is blinded for 1 minute. If a creature has its eyes closed or covered as the spell is cast, it is not blinded but suffers a -2 penalty on all sight-related actions for the duration of the failed save. At the end of each of its turns, the afflicted can make a Constitution saving throw. On a success, the effect ends.

This spell also dissipates any darkness spells within its radius.

D&D Beyond

Edit 12-March-2021: The subclass and spell have been added to D&D Beyond for Homebrew use:

Startouched subclass

Blinding Light spell