Circle of Astronomical Wonder (5e Subclass)

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Circle of Astronomical Wonder[edit]

Druid Subclass

Druids who join the Circle of Astronomical Wonder often find themselves gazing at the stars, be it for direction, fo guidance, for power, or for comfort. In a world ever changing, ever shifting, and ever trying, the stars above provide a foundation of steady, unwavering consistency from which the Druid can ground themselves to.

    • Note: This is a combination of the Homebrew "Circle of Constellations" and the official "Circle of Stars" subclasses.
Astral Attunement

At 2nd level, you gain the knowledge to create a spellcasting focus by creating a map of the sky during its most comforting phase for you. While using this spellcasting focus, you will always know the guidance cantrip, always have the spell Guiding Bolt prepared, both of which count as a Druid Spell for you. You can cast Guiding Bolt through this focus, without using a spell slot, a number of times equal to your WISmod, regaining all uses on a long rest.

The Map takes an hour to produce if the night sky is currently the phase in which you draw comfort, or 4 hours to produce if it needs to be recreated from memory.(Such as a different phase, or whilst indoors/underground/daytime). Creating a new map will "de-attune" any previous map, causing it to lose its magical properties, effectively destroying the old map.

Astral Form

At 2nd level, you gain the ability to harness constellations’ power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a Astral form rather than transforming into a beast.

While in your Astral form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you’re incapacitated.

Whenever you assume your Astral form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class.

Archer. A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

Dragon. A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10

Star Shower

Starting at 2nd level, you gain proficiency in Longbows. Additionally, when you make a ranged weapon attack, you can aim directly upwards and evoke a barrage of stars; the ammunition or weapon used to make the attack disappears, and you choose a point within the weapon's range. You make a ranged spell attack against each creature of your choice in a 10-foot-radius, 40-foot-high cylinder centered on that point, dealing force damage equal to 2d6 plus your spell attack modifier. You can use this feature a number of times equal to your Wisdom Modifier (a minimum of once). You regain any expended uses when you finish a Short or Long rest.

Cosmic Omen

When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:

Weal (even). Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

Woe (odd). Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Twinkling Astronomy

Starting at 10th level, your body has become attuned to deep, resonating power of the stars above, granting the following effects

Allies within 30 feet of your Astral Form gain advantage on Wisdom and Intelligence saving throws.

Both the Chalice and the Archer constellations have 2d8 for their dice, rather than 1d8. You are also able to change the form of the constellations at the start of each of your turns as a free action.

While in Astral Form, you gain resistance to bludgeoning, piercing, and slashing damage, both magical and non.

Blessings of the Heavens

At 14th level, the heavens above have revealed their secrets to you, this has resulted in your abilities improving to their grandest form.

The attack from Star Shower now no longer imposes disadvantage on attacks made within the longer range of the weapon. It also increases the radius of the Cylinder from 10 feet to 30 feet. Additionally the height of the Cylinder increases to 120 feet. The damage increases from 2d6 to 3d6(+WISmod). This also created an area of effect that lasts 1d4 rounds. On subsequent turns, enemies that start their turn in the area, or move into it for the first time, must make a Dexterity Saving throw. On a failure, they take the full 3d6+WISmod damage, or half as much on a success.

The Archer Constellation now has a range of 120 feet.

The Chalice Constellation now has a range of 60 feet.

The Dragon Constellation now treats all rolls 13 and below as a 14.

Weal and Woe can now re-roll their results if they land on a 1.


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