Celestial Spirit User (5e Class)

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Celestial Spirit User[edit]

The gods of the stars and night sky long ago blessed us with the constellations and the spirits who reflect those constellations. This class is based off the concepts of the Celestial Spirit users from the anime Fairy Tail and thus uses celestial keys and summoning mechanics. The class uses Silver, Gold, and Platinum keys. These keys are based off of a creature’s Challenge Rating (CR) with Silver ranging from 0-5, Gold ranging from 6-15, and Platinum ranging from 16-20+. Platinum keys are the basic idea that there’s something beyond the standard gold keys that you see in the anime, and that gold keys come at a much greater variety while still keeping their one of a kind rarity. For DMs, the type of keys that exist can always be changed and swapped, for example you can simply change the range of the CR and make it so Platinum keys don’t exist.

What it means to be a Celestial Spirit User[edit]

To be a Celestial Spirit User is seen by some as a blessing by the gods while others see it as a stroke of good luck. In theory, anyone can be a Celestial Spirit User from the humblest of nobles to the most conniving street rat. They all come from different walks of life, but the question you must ask is how they discovered who they are. Did you discover you were a Celestial Spirit User by inheriting a family member’s Celestial Spirit keys, or did you perhaps steal the keys from an unknowing mage?

A Note for the DM[edit]

Considering how this class uses creatures of varying CR, their does come the cost of approval by the DM. The idea of Celestial Spirits is that they all have different abilities and appearances. For the brave Dungeon Master, homebrewing your own Celestial Spirits to give to your players can result in a large amount of creative fun, but it's clear how to others this may appear as a daunting task. Thankfully, due to the mechanics of celestial keys going off of CR, a DM can easily take a pre existing creature from the monster manual, alter some of its features or add some new features, and reskin it into a Celestial Spirit. Adding an extra attack to a reskinned city guard or giving the spell burning hands to a tiger is all you need to make the game fun and more interesting. These reskinned creatures don’t even have to be Celestials, but instead make them other creature types like giants, elementals, and even fiends. So have fun summoning spirits and reflavoring monsters.


Quick Build

For a quick build, Dexterity should be your highest score followed by Charisma. Pick the Entertainer background, and pick the explorer's pack and a shortsword as apart of your starting equipment.

Class Features

As a Celestial Spirit User you gain the following class features.

Hit Points

Hit Dice: 1d8 per Celestial Spirit User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Celestial Spirit User level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Shortswords
Tools: Choose one Artisans Tool
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any one simple weapon or (b) Shortsword
  • (a) A Diplomat's Pack or (b) An Explorer's Pack
  • Leather Armor
  • 2 CR ½ or less Silver Keys
  • 1 CR 0 Silver Key
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Celestial Spirit User

Level Proficiency
Bonus
Time Spirits are out Celestial Points Spirit Amount Features
1st +2 1 Hour 4 1 Celestial Connection
2nd +2 1 Hour 6 1 Jack of All Trades
3rd +2 2 Hours 10 1 Celestial Relation, Expertise
4th +2 2 Hours 12 1 Ability Score Improvement
5th +3 3 Hours 14 1 Celestial Relation Feature
6th +3 3 Hours 15 1 Celestial Weapon
7th +3 4 Hours 16 2 +1 to Spirit Amount
8th +3 4 Hours 18 2 Ability Score Improvement
9th +4 5 Hours 20 2 Non-Verbal Summoning, Expertise
10th +4 5 Hours 22 2 Celestial Relation Feature
11th +4 6 Hours 25 2 Effortless Summons(CR 1)
12th +4 6 Hours 28 2 Ability Score Improvement
13th +5 7 Hours 32 2 Celestial Armor
14th +5 7 Hours 35 3 +1 to Spirit Amount
15th +5 8 Hours 38 3 Celestial Relation Feature
16th +5 8 Hours 40 3 Ability Score Improvement
17th +6 9 Hours 42 3 Celestial Armor
18th +6 9 Hours 45 3 Effortless Summons(CR 3)
19th +6 10 Hours 50 3 Ability Score Improvement
20th +6 10 Hours 60 3 Celestial Intervention

Celestial Connection[edit]

You’ve discovered that you are a Celestial Spirit User, and that you are able to summon them with their respective keys. You gain the ability to summon Celestial Spirits that you have a connection with as well as use Celestial Keys. At the 1st level you may only summon and control one Celestial Spirit at a time.

You are able to control more spirits at later levels. Controlling two spirits at 7th, three at 14th.

Spellcasting and Mechanics[edit]

Celestial Spirit Users don’t cast spells, but instead concentrate their magical energy into summoning Celestial Spirits through their respective keys. Celestial Spirits each come with various abilities and prerequisites that a Celestial Spirit User must take note of when Summoning a Celestial Spirit. When summoning a key you perform the motion of summoning while calling the spirits name while wielding their key. Summoning a Spirit requires at least one open hand to hold the Spirits specific key, and to summon them requires both verbal and somatic components; the only material component being to hold the spirits key.

If you gain spells through the use of either certain spirits then your spell modifier is Charisma.

A Celestial Spirit costs Celestial Points to summon out. The amount of Celestial Points used to summon a spirit is equal to their CR x 2. For example, keys that are a CR of 0 don’t cost any points at all making them the equivalent to something on the lines of a Pet, Cantrip, or Familiar. Creatures that have a CR below one, but isn’t a CR 0 cost 1 point to summon. At 1st level, you have a total of 4 Celestial Points, with this you can summon up to two CR 1 monsters or one CR 2. You regain all expended Celestial Points at the end of a long rest.

Celestial Spirits, when summoned, act on their own initiative and take their own actions. Although the nature of some spirits may vary, they will act friendly toward the summoner and his companions and will obey commands given to it. If no commands are given it will defend either itself, the Summoner, or does something independent according to the spirit until another command is given.

CR 0 Celestial Spirits go under a few different rules. First off, CR 0 keys only require a short rest to be able to summon again, in comparison to other spirits. Secondly, each CR 0 key is innately able to cast one cantrip, using your charisma modifier as its spellcasting ability. You can use your action to command a CR 0 spirit within 60 ft., of you to cast the spell. Otherwise it uses its action to dash, disengage, or dodge.

A Celestial spirit also goes off of the summoner’s proficiency bonus rather than the proficiency bonus they would normally use according to their CR.


Finding More Keys

Unlike most wizards and spellcasters, your power comes from specific items known as Celestial Keys; with keys ranging from Silver, Gold, and Platinum. To expand your arsenal, you must first find these various keys out in the world during your adventure at the DM’s discretion. There’s no limit to the amount of keys you can carry, or contracts you can make with your Celestial Spirits. NOTE: work with your DM to make sure that keys will be implemented at appropriate times, remember that these keys come at varying rarities with rarer being more expensive; this makes for an excellent quest reward. Also note that depending on the key that all spirits have different stats and abilities.

Keys by CR and Rarity[edit]

Silverkeys
  • CR 0-½ = Common; >100gp
  • CR 1-3 = Uncommon; 101-500gp
  • CR 4-5 = Rare; 501-1,000gp
Gold Keys
  • CR 6-10 = Rare; 1,001-5,000gp
  • CR 11-15 = Very Rare; 5,001-50,000gp
Platinum Keys
  • CR 16-20 = Legendary; 50,001-100,000gp
  • CR 20+ = Artifact; 100,001+gp


Jack of All Trades[edit]

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Celestial Relation[edit]

At 3rd level, you’ve grown in connection with your Celestial Spirits where you gain connection to the very nature of Celestial Spirits themselves. Your choice grants you benefits at certain levels depending on what relation you choose. Some Celestial Relations include the Celestial Performer. You get added features from your archetype at levels 3rd, 5th, 10th, and 15th.

Expertise[edit]

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 9th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Increase[edit]

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.

Celestial Weapon[edit]

At 6th level, once per long rest, you can touch one weapon and make it magical if it wasn’t already until your next long rest. If the weapon is already magical you can cause the weapon to deal radiant damage instead. If the magical weapon does added damage the radiant damage only applies to the weapons normal bludgeoning, piercing, and slashing.

VARIANT RULE
You have grown in relation to your Celestial Spirits to the point where they give you a blessing from the spirit world in the form of a magical upgraded weapon. You gain an Uncommon magic weapon of the DM’s choice. NOTE: this is a unique weapon with magical properties, make it special; even if it's just a +1 Longsword you can still give it a nice flavor text and design. At the DM’s discretion, the DM may also upgrade the weapon again at varying times appropriate to the story.

Celestial Spirit Increase[edit]

Starting at the 7th level, you may have two spirits out at once. However, the same rules apply when summoning two spirits instead of one where each spirit has their own prerequisites before being summoned.

At 14th level, you can have up to three spirits summoned out.

Non-Verbal Summoning[edit]

Your bond and connection to your spirits have grown to the point of telepathic connection. At 9th level, you no longer need to verbally call upon the spirits by their names to summon them, but instead will them to come out to assist you. When summoning a Celestial Spirit you no longer need verbal or somatic components, but still need to have the Celestial Key on your person.

Effortless Summons[edit]

At 11th level, you can summon Celestial Spirits up to CR 1 without spending any Celestial Points. You still have to spend Celestial Points if you want to use the spirit with your Celestial Armor Feature.

At 18th level, you can summon Celestial Spirits up to CR 3 without spending any Celestial Points.

Celestial Armor[edit]

At 13th level, you’ve established a special bond between yourself and your spirits that allow them to grow closer to you. You unlock powerful armor from your Keys that grant you special powers. When you summon a Celestial Spirit you can choose to spend twice the amount of Celestial points you normally would to summon that spirit to gain some of their traits. These traits/features include languages, senses (Darkvision, etc.), all movement speeds (except when you’re faster), and any other traits that are not either spellcasting, innate spellcasting, psionics, attack actions, or proficiencies.

At 17th level, the extra cost is reduced down to an extra an extra ½ the cost instead of double. Example, CR 6 would cost 12 Celestial Points normally, 13th level armor would cost 24 Celestial Points, but 17th level armor would only cost 18 Celestial Points.

Celestial Intervention[edit]

At 20th level, you’ve proven yourself to be one of the strongest Celestial Spirit Users in existence and have earned the complete respect of the God of Stars and Celestial Spirits. By sacrificing and breaking a Celestial Spirit Key with a CR of 10 or higher you can summon the God of Stars and Celestial Spirits himself to fight by your side and demolish your foes. He will fight by your side for the remainder of the fight when all foes are either killed or subdued. Although he/she unleashing their true power can cause devastation, they take the form of an acolyte of any size with all their ability scores being 30 and can perform certain actions similar to a cleric's Divine Intervention. The acolyte has an AC of 25, 500 hit points, is immune to all status conditions, and immune to all effects that would de-summon or banish the acolyte. It automatically succeeds all saving throws and is able to cast the Wish spell at will applying only its spell duplication. The abilities the acolyte is capable of varies at the DM’s discretion, but once this ability is used it cannot be used again for one month.

Celestial Key Master[edit]

You have a closer bond with the innate energy coming from the keys themselves and the spirits inside them compared to most. Your connection to your Celestial Spirits allows you to place more energy within your keys, making Celestial Spirits you summon stronger as well as providing you with additional control over your spirits.

Durable Spirits[edit]

At 3rd level, whenever you summon a Celestial Spirit they gain temporary hit points equal to your level plus your Charisma modifier.

Lend Strength[edit]

At 3rd level, you gain the use of a special Help action. As an action you can give all Celestial Spirits you control within 60 feet of you advantage on either ability checks, attack rolls or saving throws until the start of your next turn.

Key Swap[edit]

At 5th level, as an action, or as a reaction when an enemy rolls to hit against you or your spirits in range, but before you know if the attack hits or misses, you and a Celestial Spirit you can see within 60 feet of you can magically teleport and swap places. If you have multiple spirits out, you can also use this feature to swap the places of other Celestial Spirits with each other. If you or your spirit are transported to a space where it can’t fit it is instead transported to the nearest unoccupied space it can fit in.

Once you use this feature you cannot use it again until you finish a short or long rest.

Collected Control[edit]

At 10th level, you and your Celestial Spirits become immune to the effects of being charmed, frightened, or possessed. Additionally you gain the ability to telepathically communicate with your summoned Celestial Spirits and know exactly where they are as long as they remain within 60 feet of you. Your spirits also gain this same feature. This feature doesn’t work while you or your spirits are on separate planes of existence.

Master Key[edit]

At 15th level, as an action you can choose one Celestial Spirit you control and de-summon them, and when you do you can summon another Celestial Spirit of the same CR or lower as apart of the same action and without spending any Celestial Points. Additionally, the new spirit takes the initiative of the previous spirit, but still following the rules of initiative.

Once you use this feature you cannot use it again until you finish a long rest.

Celestial Knight[edit]

You see your spirits as not only close companions, but comrades that you fight alongside with. While most Celestial Spirit users hide in the back you choose to battle alongside them hand in hand. You’re now a fierce warrior of the stars with the mastery of even the toughest fighters.

Martial Training[edit]

You gain proficiency in Martial Weapons, Medium Armor, and shields.

Combat Superiority[edit]

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.


Maneuvers

You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 5th, 11th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice

You have four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

  • Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Summoning Surge[edit]

At 5th level, whenever you use your action to summon a Celestial Spirit you can immediately use your bonus action to make one weapon attack against a creature within range.

Improved Combat Superiority[edit]

At 5th level, your superiority dice turn into d8s. At 10th level, they turn into d10s.

Celestial Smite[edit]

At 10th level, whenever you make a weapon attack you can add an extra 1d8 radiant damage to the attack.

Guardian of Fallen Stars[edit]

At 15th level, whenever a Celestial Spirit or another friendly creature within 30 feet of you is reduced to 0 Hit Points you can use your reaction to have them be reduced to 1 hit point instead. Additionally, as apart of the same reaction, you can move up to your movement speed and take the attack action against another creature within range. This movement ignores opportunity attacks.

Once you use this feature you cannot use it again until you finish a short or long rest.


Celestial Performer[edit]

After your realization of your celestial connection you began to see the joyous fun you can bring along with your spirits. You love to perform in one way or another and thus gain a closer connection to your celestial spirits through the joy of your performance. The spirits gave you the gift of illusions and enchantment magic to aid in any show or display of skill you might bring to any scenario. Bolster morale, confuse your enemies, and be able to conquer any scenario with a stunning performance.

Spell Casting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 12 4 3 3 1

Spellcasting[edit]

At 3rd level, you gain the ability to cast spells from the Bard Spell list. You gain two 1st level spells from the Bard Spell list of your choice. You gain additional spells at later levels, and Charisma is your spellcasting Modifier.


Cantrips

You learn two cantrips of your choice from the Bard spell list. You learn another Bard cantrip of your choice at 10th level.

Spell Slots

The Celestial Performer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the bard spell list.

The Spells Known column of the Celestial Performer Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the Bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you learn your spells through interacting with your spirits and performance. 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 bard 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

Performing Arts[edit]

You gain proficiency in the Performance skill and one instrument of your choice. If you’re already proficiency in Performance you can choose to either double your proficiency bonus for your performance checks, or choose a different skill to become proficient in.

Stunning Showcase[edit]

At 5th level, when you cast a spell on a creature while you have a Celestial Spirit within 10 feet of you, you can make a Charisma(Performance) check contested by the target creature’s Wisdom(Insight) check. If you roll higher than the opposing creature’s insight check then the creature has disadvantage on any saving throw it makes against the spell.

Crowd Pleaser[edit]

At 10th level, after casting an Enchantment or Illusion spell of 1st level or higher all friendly creatures within 30 feet of you gain advantage on their next ability check or saving throw they make within the next minute. A creature cannot gain this benefit again until they use the advantage given by this effect.

Once you use this feature, you can't use it again until you finish a long rest or you cast an Illusion or Enchantment spell of 1st level or higher.

Shared Performance[edit]

At 15th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Additionally, whenever you summon a Celestial Spirit you gain their proficiencies and expertise as well as them gaining your proficiencies and expertise. This also applies to proficiencies with saving throws.



Relic Hunter[edit]

These items are less friends instead they are beautiful artifacts that you must study and learn . Learning and discovering these unique items in temples dungeons and ancient treasuries has ended with you having unique skills and powers

Hunters eyes[edit]

At 3rd level, You are able to search for these relics by performing a 1 hour ritual once per day doing these ritual comes in many forms you could lay a drop of blood on a map or throw chicken bones on the ground but either way it's the same result you create a magical compess that lasts for 1 minute and points you in the direction of an object or person or even a spirit

Explorers training[edit]

At 3rd level, your experience with hunting for treasures of ancient ages finally begins to kick in , You gain proficiency In Survival & Cartographers tools

Soul burn[edit]

At 5th level, as an bonus action, You are able to burn your health and transform it into celestial points , For every 2 hp you give up you gain 1 celestial points . This ability is capable of going over the points you normally have but after one hour , Any points over your normal daily amount are erased

Once you use this feature you cannot use it again until you finish a short or long rest.

Spirit Bond[edit]

At 10th level, When you summon a spirit you may cast the haste spell with no further action cost you can use this feature a number of times equal to your charisma modifier . Once you use this feature you cannot use it again until you finish a long rest.

Relics legacies[edit]

At 15th level, In the worst of days in your best of days you still have these your treasures , you love them like children and they the same to you , and they would do anything to protect you If the spirit user would ever take a fatel blow they instead are brought back up to fill and a Cr 10 or higher key is banished from your collection and destroyed . This feature can also be choose if done you destroy a key and cast the spell true resurrection on someone other then you for the cost of a cr 10 key

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Celestial Spirit User class, you must have a Charisma score of 13 or higher.

Proficiencies. When multiclassing into the Celestial Spirit User class, you gain proficiency in light armor, and one skill of your choice.

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