Circle of Constellations (5e Subclass)
Circle of Constellations[edit]
Druid Subclass
Druids who join the Circle of Constellations chart the movements of the heavens not just to determine their effect on the world below, but to observe how their forms reflect the ideals and patterns assigned to them. They meet to categorize groups of celestial bodies into forms.
- Celestial Summoning
When you choose this circle at 2nd level, you can call upon powerful archetypical figures, called asterisms, to aid you. You learn the patterns of two asterisms, listed below, and can use an action to expend one use of your Wild Shape feature and summon an asterism whose pattern you know. The asterism manifests in an unoccupied space that you can see within 30 feet, and uses the appropriate asterism pattern stat block.
The asterism is an ally to you and your companions. In combat, the asterism shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and uses its move to avoid danger.
The asterism disappears when it drops to 0 hit points, you use this feature again, or after a number of hours equal to your druid level.
You learn an additional asterism pattern at 3rd level, for a total of 3, and another at 5th (4), 7th (5), 9th (6), and 11th (7) level. When you gain a level in this subclass, you can choose one of the asterism patterns you know and replace it with another pattern that you meet the prerequisites for.
- Astronomical Archer
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.
- Stellar Conformations
Starting at 6th level, you can use an action to cause one asterism that you can see within 30 feet to change into another pattern you know. When you do so, the asterism's game statistics are replaced with those of the new pattern, and it regains any missing hit points after assuming the new form's hit point maximum. You can use this feature a number of times equal to your proficiency bonus, and regain any expended uses when you finish a long rest.
- Astrology
Starting at 10th level, allies within 30 feet of an asterism gain advantage on Intelligence and Wisdom saving throws.
- Master of Constellations
Starting at 14th level, you can communicate telepathically with any asterisms on the same plane as you; you can use an action to cause an asterism within 120 feet to make an attack using its reaction, and can use your reaction to allow an asterism within 120 feet to add your proficiency bonus to an ability check or saving throw it fails, potentially turning it into a success.
Additionally, you can summon two asterisms when you use your Celestial Summoning feature.
Asterism Patterns[edit]
If an asterism pattern has prerequisites, you must meet them to learn it. You can learn the pattern at the same time that you meet its prerequisites. A level prerequisite refers to your druid level, and an asterism pattern prerequisite means you must know the prerequisite pattern to know the pattern.
Canis Minor[edit]
Small celestial, any alignment Armor Class 12 (natural armor)
Damage Immunities poison Keen Hearing and Smell. The asterism has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
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Corvus[edit]
Tiny celestial, any alignment Armor Class 13 (natural armor)
Skills Perception +3 Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Mimicry. The asterism can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSBeak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
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Crater[edit]
Small celestial, any alignment Armor Class 14 (natural armor)
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Ephemeral. The asterism can't wear or carry anything. Innate Spellcasting. The asterism's innate spellcasting ability is Wisdom. The asterism can innately cast the following spells, requiring no material components: At will: create or destroy water, detect poison and disease[ Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action.
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Pisces[edit]
Tiny celestial, any alignment Armor Class 11 (natural armor)
Damage Immunities poison Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Pack Tactics. The asterism has advantage on an attack roll against a creature if at least one of the asterism 's allies is within 5 feet of the creature and the ally isn't incapacitated. Pisces' Breath. Allies within 20 feet of the asterism can breathe underwater. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
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Serpens[edit]
Tiny celestial, any alignment Armor Class 11 (natural armor)
Damage Immunities poison Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn.
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Crux[edit]
Prerequisite: 3rd level
Small celestial, any alignment Armor Class 14 (natural armor)
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Ephemeral. The asterism can't wear or carry anything. Innate Spellcasting. The asterism's innate spellcasting ability is Wisdom. The asterism can innately cast the following spells, requiring no material components: At will: guidance, resistance (spell), spare the dying Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action.
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Lupus[edit]
Prerequisite: 3rd level
Medium celestial, any alignment Armor Class 13 (natural armor)
Skills Perception 8 Keen Hearing and Smell. The asterism has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Pack Tactics. The asterism has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
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Taurus[edit]
Prerequisite: 3rd level
Large celestial, any alignment Armor Class 13 (natural armor)
Damage Immunities poison Beast of Burden. The asterism is considered to be a Large animal for the purpose of determining its carrying capacity. Charge. If the asterism moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSRam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
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Ursa Minor[edit]
Prerequisite: 3rd level
Medium celestial, any alignment Armor Class 13 (natural armor)
Skills Perception 3 Keen Smell. The asterism has advantage on Wisdom (Perception) checks that rely on smell. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes two celestial claw attacks. Celestial Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) force damage plus 5 (1d6 +2) slashing damage.
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Aquila[edit]
Prerequisite: Corvus, 5th level
Medium celestial, any alignment Armor Class 14 (natural armor)
Skills Perception 4 Celestial Sight. Magical darkness doesn't impede the asterism's darkvision. Keen Sight. The asterism has advantage on Wisdom (Perception) checks that rely on sight. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 3) slashing damage.
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Hydrus[edit]
Prerequisite: Serpens, 5th level
Medium celestial, any alignment Armor Class 14 (natural armor)
Skills Perception 3 Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Two-Headed. The asterism has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, or stunned. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (2d6) piercing damage. If the target is creature, it must make a DC 13 Constitution saving throw, taking 5 (1d10) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (3d6 + 2) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the asterism can't constrict another target.
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Scutum[edit]
Prerequisite: 5th level
Medium celestial, any alignment Armor Class 16 (natural armor)
Saving Throws Cha 1 Innate Spellcasting. The asterism’s innate spellcasting ability is Wisdom (spell save DC 14, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: thunderclap Ephemeral. The asterism can't wear or carry anything. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSSlam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. REACTIONSShield. When a creature makes an attack against an ally within 10 feet of the asterism, the asterism grants a +2 bonus to the ally's AC. |
Leo Minor[edit]
Prerequisite: 5th level
Medium celestial, any alignment Armor Class 14 (natural armor)
Damage Immunities poison Keen Smell. The asterism has advantage on Wisdom (Perception) checks that rely on smell. Leo's Bravery. All allies within 30 feet of the asterism have advantage on saving throws to avoid being charmed or frightened. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Pounce. If the asterism moves at least 20 feet straight toward a creature and then hits it with a celestial claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the asterism can make one bite attack against it as a bonus action. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the asterism can't bite another target. Celestial Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) force damage plus 6 (1d8 +2) slashing damage.
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Orion[edit]
Prerequisite: Canis Minor, 5th level
Medium celestial, any alignment Armor Class 13 (natural armor)
Skills Perception 6, Stealth 6, Survival 6 Celestial Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities. When the asterism hits with any weapon, the weapon deals an extra 4 (1d4 + 2) force damage (included in the attack). Evasion. If the asterism is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the asterism instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes two attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) force damage plus 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 4 (1d4 + 2) force damage plus 6 (1d8 + 2) piercing damage.
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Aquarius[edit]
Prerequisite: Crater, 7th level
Medium celestial, any alignment Armor Class 13 (natural armor)
Damage Immunities poison Innate Spellcasting. The asterism's spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: create or destroy water, fog cloud Magic Resistance. The asterism has advantage on saving throws against spells and other magical effects. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSRiptide (Recharge 4-6). Each hostile creature within 20 feet of the asterism must make a DC 15 Strength saving throw. On a failure, a target takes 12 (2d6 + 5) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed 10 feet directly away from the asterism.
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Cancer[edit]
Prerequisite: 7th level
Large celestial, any alignment Armor Class 17 (natural armor)
Damage Immunities poison Cancer’s Breath. Allies within 30 feet of the asterism can breathe underwater and have advantage on saving throws made against harmful gasses and vapors. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes two pincer attacks. Pincer. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the asterism doesn't have two other creatures grappled.
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Canis Major[edit]
Prerequisite: Canis Minor, 7th level
Large celestial, any alignment Armor Class 14 (natural armor)
Skills Perception 4 Eternal Constellation. If an attack would reduce the asterism to 0 hit points but not kill it, roll a d20; on a roll of 11 or greater, the asterism drops to 1 hit point instead. Keen Hearing and Smell. The asterism has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Pack Tactics. The asterism has advantage on an attack roll against a creature if at least one of the asterism’s allies is within 5 feet of the creature and the ally isn't incapacitated. Rampage. When the asterism reduces a creature to 0 hit points with a melee attack on its turn, the asterism can take a bonus action to move up to half its speed and make a bite attack. Sirius. Allies within 30 feet of the asterism can move through nonmagical difficult terrain without spending extra movement, and cannot become lost except by magical means. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
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Pegasus[edit]
Prerequisite: 7th level
Large celestial, any alignment Armor Class 15 (natural armor)
Saving Throws Wis 6 Flyby. The asterism doesn't provoke opportunity attacks when it flies out of an enemy's reach. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Sure-Footed. The asterism has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSHooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Ethereal Stride. The asterism and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
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Corona[edit]
Prerequisite: 9th level
Medium celestial, any alignment Armor Class 17 (natural armor)
Saving Throws Cha 8 Ephemeral. The asterism can't wear or carry anything. Innate Spellcasting. The asterism's spellcasting ability is Wisdom (spell save DC 17, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: flame blade, guiding bolt, enthrall Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 60-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSTeleport (Recharge 4-6). The asterism magically teleports up to 30 feet to an unoccupied space it can see.
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Hydra[edit]
Prerequisite: Hydrus, 9th level
Huge celestial, any alignment Armor Class 15 (natural armor)
Saving Throws Cha 3 Eternal Constellation. If an attack would reduce the asterism to 0 hit points but not kill it, roll a d20; on a roll of 11 or greater, the asterism drops to 1 hit point instead. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Reactive. After using its reaction, the asterism can take one reaction on every turn in a combat that can be used only for opportunity attacks. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes four bite attacks. It can use its Swallow in place of one bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 5 (2d4) piercing damage. If the target is creature, it is grappled (escape DC 14) and must make a DC 14 Constitution saving throw, taking 6 (1d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Swallow. The asterism makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the asterism, and it takes 18 (4d8) force damage at the start of each of the asterism's turns. The swallowed creature cannot use ethereal travel to escape, and if it tries to use teleportation or interplanar travel, it must first succeed on a DC 16 Charisma saving throw. The asterism can have only one creature swallowed at a time.
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Leo[edit]
Prerequisite: Leo Minor, 9th level
Large celestial, any alignment Armor Class 16 (natural armor)
Saving Throws Cha 3 Eternal Constellation. If an attack would reduce the asterism to 0 hit points but not kill it, roll a d20; on a roll of 11 or greater, the asterism drops to 1 hit point instead. Keen Smell. The asterism has advantage on Wisdom (Perception) checks that rely on smell. Leo's Bravery. All allies within 30 feet of the asterism are immune to being charmed or frightened, and gain 1d6 temporary hit points at the start of each of the asterism’s turns. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes three attacks: one with its bite and two with its celestial claws. It can make one celestial roar attack in place of its two celestial claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the asterism can't bite another target. Celestial Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (2d4 +2) force damage plus 4 (1d6 + 1) slashing damage. Celestial Roar. Ranged Spell Attack: +6 to hit, range 20 ft., one target. Hit: 20 (4d8 + 1) radiant damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the asterism and knocked prone.
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Ursa Major[edit]
Prerequisite: Ursa Minor, 9th level
Huge celestial, any alignment Armor Class 17 (natural armor)
Saving Throws Cha 3 Eternal Constellation. If an attack would reduce the asterism to 0 hit points but not kill it, roll a d20; on a roll of 11 or greater, the asterism drops to 1 hit point instead. Keen Smell. The asterism has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The asterism has advantage on saving throws against spells and other magical effects. Magical Weapons All of the asterism's attacks are considered magical for the purposes of overcoming resistances and immunities Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSMultiattack. The asterism makes three attacks: one with its celestial burst and two with its celestial claws. Celestial Burst Ranged Spell Attack: +7 to hit, range 30/60 ft., one target. Hit: 14 (4d6) radiant damage. Celestial Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d4 +2) force damage plus 6 (1d6 + 3) slashing damage.
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Virgo[edit]
Prerequisite: 9th level
Medium celestial, any alignment Armor Class 16 (natural armor)
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Innate Spellcasting. The asterism's spellcasting ability is Wisdom (spell save DC 20). The asterism can innately cast the following spells, requiring no material components: At will: calm emotions, detect evil and good, enhance ability Magic Resistance. The asterism has advantage on saving throws against spells and other magical effects. Stellar Nature. The asterism doesn't require air, food, drink, or sleep, and doesn't age. Variable Illumination. The asterism sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The asterism can alter the radius as a bonus action. ACTIONSHealing Touch (3/Day). The asterism touches another creature. The target magically regains 10 (2d8 + 1) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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