Nova (5e Class)

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Nova[edit]

Wielding a Morning Star and shield Quoratum, which contains powers of the distorted goddess, Nova can attack from mid-range to melee.

They are the last remaining heir of Calpheon's royal bloodline that was erased along with the rise of the republic. A shield covers their body like an iron fortress, and they can flatten distant enemies with her Morning Star. Nova’s Quoratum is also possessed by the souls of the Thornwood Guard, who follow their every word. By commanding the spirit guards to attack while they remain fortified behind their giant shield, Nova's can effortlessly combine offensive and defensive tactics to overwhelm their enemies.

Creating a Nova[edit]

Quick Build

You can make a Nova quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Charisma is also a good score. Second, choose the Noble, or Knight background.

Class Features

As a Nova you gain the following class features.

Hit Points

Hit Dice: 1d12 per Nova level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Nova level after 1st

Proficiencies

Armor: all armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose two from smith’s tools, woodcarvers tools, leatherworkers tools or masons tools
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

Table: The Nova

Level Proficiency
Bonus
Features Frozen Star Extra Damage Skills Mana
1st +2 Frozen Star, Nova Path - - -
2nd +2 Quoratum's Protection, Frozen Skills, Frozen Star Extra Damage 1d4 2 4+Charisma Modifier
3rd +2 Command: Passed Pawn 1d4 2 4+Charisma Modifier
4th +2 Ability Score Improvement, Icy Fog 1d4 3 5+Charisma Modifier
5th +3 Extra Attack 1d4 3 6+Charisma Modifier
6th +3 Quoratum's Shielding 1d4 4 7+Charisma Modifier
7th +3 Winter Testudo 1d4 5 8+Charisma Modifier
8th +3 Ability Score Improvement 1d4 5 10+Charisma Modifier
9th +4 Path Feature 1d4 6 12+Charisma Modifier
10th +4 1d6 7 14+Charisma Modifier
11th +4 Path Feature 1d6 7 14+Charisma Modifier
12th +4 Ability Score Improvement 1d6 8 16+Charisma Modifier
13th +5 Axian 1d6 9 19+Charisma Modifier
14th +5 Body of Ice 1d6 9 22Charisma Modifier
15th +5 Stance Switch 1d6 10 25+Charisma Modifier
16th +5 Ability Score Improvement 1d8 11 25+Charisma Modifier
17th +6 Path Feature 1d8 11 30+Charisma Modifier
18th +6 Full Succession 1d8 12 30+Charisma Modifier
19th +6 Ability Score Improvement 1d8 13 30+Charisma Modifier
20th +6 Succumb to Ice 1d10 13 35+Charisma Modifier

Nova Save DC[edit]

Your saving throw DC for any necessary saves you impose is (DC= 8 + your Constitution modifier + your proficiency bonus)

Nova Path[edit]

At 1st level, you chose a path. Choose between the ones listed in the Nova Paths, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 9th, 11th, and 17th level.

Frozen Star[edit]

At 1st level, you learn a ritual that creates a magical bond between yourself and your Morning Star. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. You can cause cold damage with the chosen weapon, instead of the normal damage of the weapon.

If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Frozen Star Extra Damage[edit]

From the 2nd level onward, you deal extra cold damage based on your Nova level, as shown on the Frozen Star Extra Damage table.

Quoratum's Protection[edit]

At 2nd level, you gain your signature defensive stance. Raise your quoratum and maintain a sturdy defensive stance. This stance lowers your movement speed by half. However A Nova with Quoratum's Protection has a +3 bonus to AC and Strength saving throws.

Your Quoratum is seen as a tower shield almost the size of yourself, however it has the same stats as a normal shield. Any shield you may find, you can turn it into a Quoratum over the course of 2 hours, and 1d6 hit points.

Frozen Skills[edit]

At 2nd level, you gain access to Skills. How many allowed to be learned are shown in the Skills section of the table. All Skills are listed at the bottom of the page

Command: Passed Pawn[edit]

At 3rd level, you gain your Thornwood Guard. Raising Quoratum's Protection summons soldiers contained within the quoratum. Kanat as cavalry, Luka as shield bearers, Vishur as spearmen, Pau as infantry are summoned to join Nova in defeating the enemy.

When Raising Quoratum's Protection, It summons two Vishur by both of your sides. Unless commanded, the Vishur are stationary. The Vishur have an AC equal to yours and 10 + 2 * Your Nova level Hit points.

The Vishur have a attack range of 5 feet, and deal damage based on your Frozen Star Extra Damage table + 2. Any creature ending their turns within the Vishur's range provokes an attack. These soldiers cannot use attack of opportunity.

The Vishur dissapear if you leave your defensive stance.

Command Opening

Using a bonus action, you may target a creature within 40 feet you can see to command your guards summoned with Command: Passed Pawn to attack your target. The two Vishur dash to the target, and each make a single attack against the target. After the attack, the soldiers stand on opposite sides of the targeted creature.

Icy Fog[edit]

At 4th level, you may conjure an Icy Fog while moving times equal to your constitution Modifier. This movement action allows you to dash up to double your movement speed in a straight line.

Ability Score Improvement[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quoratum's Shielding[edit]

At 6th Level, you may choose either Quoratum's Aura, or Quoratum's Adjuvant

Quoratum's Aura
The distorted goddess grants a boon with the quietly emitted powers from the quoratum to enhance your armor.

Any creature you choose within 5 feet gain a +1 to their AC.

Quoratum's Adjuvant
The distorted goddess grants the boon of overflowing life contained within the quoratum onto Nova's flesh.

Each level, you gain another 1d2 Hitpoints. You may add 6d2 hitpoints to your current pool.

Winter Testudo[edit]

At 7th level, You gain Winter Testudo, this ability raises an Icy Barrier in front of you, then forms a sturdy defensive line with your guards. The defensive line will block enemy movements. The ice wall is 30 feet by 5 feet and 20 feet tall. Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The ability is a concentration that lasts 1 minute. You must make a short or long rest before using this ability again

Axian[edit]

At 13th level, Nova has made pact with Axian, the King of the Dead, allowing her to summon this gigantic and ghastly undead creature of wings and horns by sacrificing her Thornwood Guards along with own HP. The summoned Axian is capable of simultaneously attacking her enemies and recovering Nova's HP & SP, while unleashing fury from the skies. This ability may be used once per short or long rest. Axian stays out for 1 minute, at which point your Thornwood Guards return.

  • This removes both of your Vishur.
  • Summons Axian, A large winged beast.
  • Axian cannot be killed.
  • Using this ability damages Nova by 3d12 hitpoints.
  • Every ability hit heals the Nova by 1d4 hitpoints.
  • Every ability hit deals an extra 2d4 ice damage.
Command Opening

While Axian is summoned, Opening is changed, you may use either version.

Ver. 1

  • Axian launches 3 Ice balls towards the target or multiple targets. Each Ice ball hits a creature of your choice that you can see within range. A Ice ball deals 1d6 + 1 cold damage to its target. The Ice balls all strike simultaneously, and you can direct them to hit one creature or several.

Ver. 2

  • Axian flies over a target, coating them in icy breath. The target and any creature within 10 feet of it must make a DC 17 Dexterity saving throw, or take 2d10 cold damage and be knocked prone. On a succeeded throw, the creature only takes half damage and is not knocked prone.

Body of Ice[edit]

Starting at 14th level the Nova has become one with the cold, granting immunity to cold and poison damage and resistance to slashing damage, but a vulnerability to lightning damage as your body acts as a superconductor.

Stance Switch[edit]

At 15th level, for one minute, you may switch from Protector of Ice to Bloody Queen, Or the other way around. In turn, you lose all abilities from one, and gain all abilities from the other.

Full Succession[edit]

At the 18th level, you unlock your full potential, Succession Nova brings her Morning Star and Quoratum once more to the battlefield accompanied by her Thornwood Guards with enhanced power. All of your skills are now primed. All damage increases by 1 die and the save DC, if required, increases by 2.

Succumb to ice[edit]

At 20th level your skill at binding things to yourself and to your connection to the plane of ice has reached its pinnacle. When this feature is activated you summon solid chains of ice to erupt from the ground and restrained all enemy creatures in a 30ft radius around you. A creature restrained by this feature makes a Strength saving throw at the end of each of its turns. On a successful save, it is no longer restrained. If a creature is unable to become restrained at the end of its second round after being restrained by this ability is pulled into a mirrored surface of ice that has formed underneath them. This causes the creature to be banished to an ethereal plane of ice.

Nova Paths[edit]

Path of the Protector of Ice[edit]

Summonable Shield

At 1st level you gain the ability to summon a stationary shield within a 60 feet radius. This bonus action costs 1 point from the Mana Pool. The shield acts as 3/4 cover for creatures standing behind it. The shield has an AC of 16, 1d4 hitpoints per Shield Level (Constant number, roll them with your normal level up rolls) and may be destroyed. At level 3, you may have 2 shields summoned at a time, 5 (3 Shields), 9 (4 Shields). You may also bounce spells off these shields to your dm's discretion.

Chains of Frost

At 9th level, you can connect your Summoned shields with a magical chain with 2 points from the Mana Pool. Any creature that walks past this chain must make a Constitution save, or be restrained for 2 turns. If you connect 3 or more shields into a shape (i.e. Triangle if there is 3) Any creature within must make a Strength save or be restrained, as well as take 1d10 bludgeoning on a failed save.

Protector Summon

At 11th level, you may "enchant" a creature of your choosing (cannot be yourself) and assign them a summoned shield. This reduces your maximum amount of summoned shields by 1. This is a concentration. The creature assigned the shield gains +2 to their AC and may be used as a conduit for any of the shield related spells offered by this subclass. This does not offer 3/4 cover

Glacial Reflection

At 17th level, you may use a full round action to charge all of your active shields with 10 points from the Mana Pool. Each shield turns to face the nearest enemy within 30 feet. Anyone standing behind the shields no longer gains the benefits of 3/4 cover if it turns away from them. A flash of frozen mist from each shield towards the enemy aimed at, a 30 ft by 5ft line is gleamed towards them. Each creature hit by the mists must make a Dexterity save Dexterity Save DC (8 + your proficiency bonus + your Wisdom Modifier). The beam does 3d12 cold damage on a failed save, or half on a success. If hit by multiple mist lines, you must make multiple Dexterity saves.

Path of the Bloody Queen[edit]

Sting

At 1st level, Awakened Nova wields the Sting, also known as Thorn of Quturan, which contains the power of the Distorted Goddess. Nova can morph Sting into different forms of weapons most convenient for her to defeat her enemies. Depending on her choice of skills, Sting can switch between a sharp sword and formidable scythe. Sting in the sword form is a rapier-like weapon with quick piercing attacks, while her attacks in the scythe form are ring-shaped strikes making it difficult for enemies to predict her movement. You exchange all abilities related to your Morningstar and Quoratum and are no longer able to use them. Benefits to the sting:

  • You gain one extra attack per round
  • The sting is a rapier 1d8 piercing damage + Frozen Star Bonus damage
  • You lose access to all Skills, and instead get Sting specific skills. You lose all Thornwood guards.
9th level feature name
11th level feature name
17th level feature name

Protector of Ice Skills[edit]

Icy Thorns

Prerequisite: 2nd level, 1 mana

Strike the enemy upwards with your morning star, then pierce them with sharp thorns of ice.

Make one morning star attack against a creature of your choice dealing strike + frozen star extra damage. On hit, the creature must make a Strength saving throw or be thrown into the air. Oh hit, you also are able to make another attack, piercing the creature with ice dealing strike ice damage. If they are in the air this attack has advantage.

Vengeful Star

Prerequisite: 2nd level, 1 mana

Strike with the quoratum to push back the enemy, then smash their vital organs with the morning star.

Make one strike against a creature of your choice, if hit, roll a d10 to determine where you hit and the debuff received by the creature. Lesser restoration will heal any of these conditions.

  • 1 Concussion. Creature falls unconscious but wakes up if damaged again or if another creature uses an action to shake them awake.
  • 2-5 Broken left/right arm/hand. Disadvantage on all d20 rolls using it for 2 turns
  • 6-7 Broken left/right leg. Halved speed for 3 turns
  • 8 Broken ribs. Dash at half speed, temporary -5 on weapon attack rolls for 1 turn
  • 9 1d2 broken left/right fingers. Disadvantage on all d20 rolls using that hand for 2 turns
  • 10 Crushed lungs. Suffocating, 1d4 damage on the start of their turn for 2 turns.
Storming Star

Prerequisite: 2nd level, 2 mana

Spin your morning star, drawing in icy energy to unleash unrelenting attacks on the enemy.

Spin your morning star in a 10 ft radius around you. Every creature in range must make a Dexterity saving throw or take strike + frozen star extra damage. You may spend another attack to continue the spin, forcing each creature to make another saving throw.

Binding Star

Prerequisite: 2nd level, 1 mana

Fills the morning star with the chill of quoratum, then slams it onto the ground. The chill that flows forth from the morning star will freeze all enemies.

You slam your morning star to create a uncomfortably bright flash of light. Each creature in a 15-foot-radius sphere centered on you must make a Dexterity saving throw. A creature is blinded for 4 rounds on a failed save. At the end of each of an affected creature's turns, it can make a Constitution saving throw. On a success, the spell ends on that creature.

Punishing Trap

Prerequisite: 3rd level, 2 mana

Place a trap on retreating foes and pull them back. If enemies are too far off, you will charge towards them instead to administer judgment.

You may use this ability on one creature you select within 30 feet. If they are between 0 and 15 feet, They must make a Strength save or be pulled in front of you and knocked prone, if they save successfully, they are not knocked prone or take damage, but are still pulled toward you. If they are between 15 and 30 feet, you instead dash to them. They must make a Strength save or be slammed with Quoratum and knocked prone.

Quoratum's Closing

Prerequisite: 4th level, 2 mana

Retreats a great distance, then spreads the chill of the quoratum to slow your foes.

With this skill, you propel yourself backwards 15 feet, avoiding attacks of opportunity. The area between your previous position and where you are now is considered rough terrain.

  • Prompts Thornwood guard to make one attack against a creature within range
Quoratum's Earth

Prerequisite: 5th level, 2 mana

Slams the quoratum onto the surface, turning everything into frozen darkness.

Chose a space within 5 ft of where you are now. Dash to that position and slam your quoratum into the ground, creating a 10 foot radius of rough terrain around you. Every creature inside the area must make a dexterity save or take strike + frozen star extra damage. If any of the creatures are prone, they take double damage.

Commandː Frozen Earth

Prerequisite: 5th level, 3 mana

Unleash ice energy, then gather it into your morning star and slam the ground. The ice energy flowing from the morning star freezes the ground around you.

You may choose a 20 foot radius circle within 40 feet of yourself. Every Creature you choose must make a Dexterity saving throw or take 4d8 cold damage and be restrained. If successful, the creature takes half and is not restrained. The circle is now difficult terrain for 4 turns.

Commandː Fianchetto

Prerequisite: 7th level, 3 mana

Call forth priests from within the quoratum and command them to judge your enemies

Choose a creature within 20 feet. You may then slide 5 feet towards them and then spike them with your morning star, this does strike damage + frozen star extra damage. Any creature between you and the creature you are attacking may also be struck by the morning star.

  • Connects into Commandː Frozen Darkness.
Commandː Frozen Darkness

Prerequisite: 7th level, 4 mana

Cover an area with darkness and destroy it with your frozen morning star.

Swipe your morning star at one creature in front of you. Dealing strike damage + frozen star extra damage. If it hits, you may continue with another overhead strike attacking the same creature. This does strike damage + frozen star extra damage and every creature other than you within 5 feet of that creature must make a Strength saving throw or be knocked prone.

  • If connecting this attack after Commandː Fianchetto, you forgo the first swipe and make the second slam at whatever creature hit by Commandː Fianchetto
Commandː Stamma's Mate

Prerequisite: 7th level, 4 mana

Slams the quoratum down onto the surface, disrupting enemy lines while sending your cavalry charging.

Summon two Kanat to charge in a 15 foot cone in front of you. They strike and trample every creature inside. Make two strikes at every creature in the cone. If hit, the creatures take 3 * frozen star extra damage per strike. The Kanat dissapear after the attack

Commandː Blooming Icy thorns

Prerequisite: 9th level, 5 mana

Blooms icy thorns in front of you with the aura of the quoratum.

Sprouting thorny vines from the quoratum, you may create spikes in an area centered around a point within 60 feet of you, with a radius of 30-feet.he plants move to freeze and slowly cause frostbite. At the beginning of each creatures turn, while they are in the frosted area, they take cold damage equal to 2 * Frozen Star Extra Damage. If a creature is within the zone for more than 4 turns, they must make a Constitution saving throw or have their movement speed reduced by 10 for 1 week, or until Greater restoration is cast on them, this effect may stack. You can use this feature twice, and you must finish a long rest to use this feature again. The thorns stay for a number of turns equal to your level + Charisma modifier.

  • Blooming and Entangling may be used together on the same spot.
Commandː Entangling Icy thorns

Prerequisite: 9th level, 6 mana

Release the chilling aura of the quoratum in front to entangle your enemies in thorns of ice.

You call upon the powers of the thorns of ice and have them burst forth in an area centered around a point within 60 feet of you, with a radius of 30-feet. This area is considered difficult terrain, covered in thorny, ensnaring plants. Any creatures which end their turn within the area must succeed on a Strength saving throw or be restrained by the entangling plants. A creature restrained by the plants can use its action to retry the save on each of its turns. On a success, it frees itself. Any creature that enters the area must succeed on a Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. You can use this feature twice, and you must finish a long rest to use this feature again. The thorns stay for a number of turns equal to your level + Charisma modifier.

  • Blooming and Entangling may be used together on the same spot.
Icy prison

Prerequisite: 11th level, 5 mana

Strike your morning star against the enemy with concentrated ice energy. Any summoned guards will also be commanded to attack as well.

You stab your morning star into one creature within range. The creature must make a Constitution save or be frozen solid. The creature is incapacitated until you free them, or until they succeed a Constitution save on the start of each of their turns.

  • Prompts Thornwood guard to make one attack against a creature within range

Sting Skills[edit]

Twisted Orbit
Shift left and right, then charge forward quickly to attack.
Royal Fencingː Ripost
Wield sting to keep the enemy at bay, then instantly draw close to launch the enemy.

As a reaction, you may deflect a single attack against you and retaliate with a strike.

Royal Fencingː Remise
Quickly swing sting to attack the opponent's vital organs.


Royal Fencingː Fleche
Hold sting at the short end and deliver rapid strikes to enemies in front.

Make 4 attacks against a creature, each with -5 to attack and damage rolls.

Royal Fencingː Lunge
Instantly narrow the distance with your foe to attack them.

You may charge forward towards any creature within 30 ft and make an attack against them.

Star's Call
Gather all enemies in front, preventing their escape, then unleash a mighty, frontal attack.

Summon blades behind you and launch them forward, make a 15 ft line and any creature within must make a Dexterity saving throw

Star's Ring
Throws the scythe forward, then summons a star. The gravitational pull of the star will immobilize any enemies in its vicinity.
Brutal Ring
Throw the spinning scythe forwards to destroy all enemies nearby.
Frozen Ring
The scythe thrown forward continues to deal damage over time on enemies nearby.
Slicing Ring
Spin the scythe around your vicinity to rain attacks on your foes.
Swooping Ring
Throw your scythe in front, then charge forward to slash all enemies nearby.
Comet
Extend sting forward as you charge to attack the opponent's vital organs.
Starfall
Inflict critical damage by summoning countless swords of light, then unleashing to all enemies in front.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the nova class, you must meet these prerequisites: 16 Constitution

Proficiencies. When you multiclass into the nova class, you gain the following proficiencies:

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