Sky Heir (5e Class)
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Sky Heir[edit]
An Sky Heir is a creature that has been chosen by the stars to represent them, it is for this reason that the chosen ones are usually royalty, or have positions that give them visibility from the beginning. On rare occasions, an heir has been chosen who has gained renown from the shadows. The heir has the obligation to fulfill his kingdom and also, correspond to the expectations of the stars, which, to a greater or lesser extent, represents a burden for anyone who is not a prodigy. In any case, the heirs develop great power through rigorous training that enhances both their royal technique and their affinity with heavenly power. The latter is engraved on his body from the day he is chosen, this element is given the name of Celestial Mark and is what gives the heir a connection with the sky.
Celestial Mark[edit]
Delving into the Celestial Mark, it appears anywhere on the body, usually on the chest, shoulder or leg, although on other rarer occasions it appears on the face, neck or palm of the hand. Mention that at first, those unfortunate heirs who received their mark on their back were secretly despised, as it was considered to be a symbol of weakness. The shape of the mark usually represents a constellation. and regarding the size, it may vary. If the mark is covered by hair, the hair becomes light blue, red or black where the mark is.
Born to be Chosen[edit]
Despite the above explanation of how heirs are chosen, I confess that I have not been entirely fair, although it is true that they are usually royalty, the way in which an individual is chosen varies according to each star. The Mother Star selects a creature related to royalty that was already destined to live a relevant time from before being born, The Fallen Star on the other hand, cannot choose an heir, the creature is the one that initiates the connection looking for it or without want. The Red Star is guided by instinct, and usually only wants to satisfy his curiosity and finally, the Blue Star chooses the one who has a guiding role in his story and she decides if his cause is worthy of the support of he.
The Weight of Expectations[edit]
Despite the power and recognition, some of the heirs give up their duties, leaving the training, or simply their efforts are not enough, there are even those who have come to perish by not knowing when to stop.
Creating a Sky Heir[edit]
First it is important to ask yourself, what star has chosen me? Have I contacted her first? My life has developed in peace and tranquility or am I royalty, will I be a prince perhaps? Where is my heavenly mark? Its location could have caused me problems, there are those who envy the chosen ones.
- Quick Build
You can make a Sky Heir quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose a background connected to royalty.
Class Features
As a Sky Heir you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Sky Heir level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sky Heir level after 1st
- Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: One of your choice
Saving Throws: Dexterity, Intelligence
Skills: Deception, Persuasion, and 1 more of your choice.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) light crossbows and 20 bolts or (b) leather armor, longbow, and 20 arrows.
- (a) A martial melee weapon or (b) two simple melee weapons.
- (a) A simple weapon or (b) two handaxes
- (a) A dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 3d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Skysense | Celestial Technique Grade |
---|---|---|---|---|
1st | +2 | Skysense, Guiding Star | 2 | - |
2nd | +2 | Fighting Style, Counter | 2 | - |
3rd | +2 | Techniques, Guidance, Guiding Star Feature | 2 | 1st |
4th | +2 | Ability Score Improvement | 2 | 1st |
5th | +3 | Extra Attack | 2 | 1st |
6th | +3 | Illuminated Movement | 4 | 2nd |
7th | +3 | Elusive Halo | 4 | 2nd |
8th | +3 | Ability Score Improvement | 4 | 2nd |
9th | +4 | Dancing Blade, Guiding Star Feature | 4 | 2nd |
10th | +4 | Ability Score Improvement | 4 | 2nd |
11th | +4 | New Star, Extra Attack(2) | 6 | 3rd |
12th | +4 | Ability Score Improvement | 6 | 3rd |
13th | +5 | Guiding Star Feature | 6 | 3rd |
14th | +5 | Stars Reinforcement | 6 | 3rd |
15th | +5 | Constellar Knowledge | 6 | 3rd |
16th | +5 | Ability Score Improvement | 8 | 4th |
17th | +6 | Guiding Star Feature | 8 | 4th |
18th | +6 | Future Sight | 8 | 4th |
19th | +6 | Ability Score Improvement | 8 | 4th |
20th | +6 | Guiding Star Feature | 8 | 4th |
Guiding Star[edit]
At 1st level, the celestial power grants you different abilities depending on the star that guides your steps: Stars The benefits of these are detailed at the end of the class description. Your choice grants characteristics at 1st level and again at 3rd, 9th, 13th, and 17th levels.
Skysense[edit]
Starting at 1st level, you have been blessed with a special sense coming from the stars. You have an amount of skysense as shown in the skysense column. You can use this to either add your full skysense to an attack roll or half of it to a damage roll. You may do this an amount of times equal to half your skysense, and regain all uses after finishing a short or long rest.
Fighting Style[edit]
Starting at 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options:
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Counter[edit]
Starting at 2nd level, your keen senses allow you to make attacks from certain openings. When you are hit by a melee attack, you can use your reaction make a single attack with a weapon. You can only use this feature a number of times equal to your Skysense. You regain all uses after finishing a short or long rest.
Techniques[edit]
At 3rd level, you gain access to special techniques that reflects your difficult training. You can expend technique points to activate a technique of your choice. The celestial technique grade column of the sky heir displays the level of technique you can use according to your level. You can only use one technique each turn. You recover all your technique points after finishing a short or long rest.
You have a number of technique points equal to your sky heir level + your skysense + your Intelligence modifier. The cost of each technique equals double the technique grade -1.
- 1st Grade Techniques
- Luna: You can use a bonus action to add +3 to your next attack roll.
- Sacred Cowl: When you move, you can expend technique points and add those expended points to your AC until you stop moving, maximum boost of +10. Performing any non-movement action, such as attacking, ends the effect.
- Escutcheon: When hit by a melee attack, you can use your reaction to force every creature within 5 feet of you to make a Strength saving throw, or be pushed up to 20 feet away. The creature that triggered this technique is open to an opportunity attack if pushed, but only from you. The others do not suffer opportunity attacks for this displacement.
- 2nd Grade Techniques
- Sol: When you take the attack action, you can regain a number of hit points equal to 1/4th the damage you dealt on the attack.
- Vantage: When you are the target of a melee attack, you can use your reaction to attack your foe before the attack hits, one weapon attack only.
- Dragon Gaze: You can use a bonus action to stare at a creature and figure out their weak points. You gain advantage on your next attack against the chosen creature.
- 3rd Grade Techniques
- Aether: When you attack, you deal an extra 1d4 force damage.
- Lunar Flash: When you attack, you can attack once more as a bonus action. Upon a hit, you also deal an extra 1d6 radiant damage.
- Astra: When you attack, you can forgo one of your attacks to instead make three attacks. Each attack deals half damage on a hit.
- 4th Grade Techniques
- Gale-force: Your speed becomes so tremendous that you can act twice as fast. You gain an additional action for this turn.
- Dragon Fang: You can use a bonus action to attack with such force that the it will look like a dragon hit. Upon hitting a creature, you add 2d12 weapon damage.
Guidance[edit]
Starting at 3rd level, your star guides you in your battles, allowing you to hit with more precision. Your critical hit range increases to 19-20 on the d20.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 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]
Starting at 5th level, you can make an additional attack when you take the attack action in your turn. Starting at 11th level, you can attack 3 times, instead of twice.
Illuminated Movement[edit]
At 6th level, You get an additional 10 feet of movement. At 11th level, this bonus becomes 20 feet.
Elusive Halo[edit]
When you reach 7th, your dodge ability allows you to dodge spells with an area of effect. When you are subject to an effect that allows you to make a Dexterity saving throw to take only half the damage, you take no damage instead if you succeed.
Dancing Blade[edit]
At 9th level, you can use the boost from your sword failures and turn it to your advantage. When you miss a melee attack against a target, your next attacks will have a +2 bonus to attack rolls until you hit an attack.
New Star[edit]
Starting at 11th level, you become one with your star, owning your path. You and your allies within 10 feet receive +2 to initiative rolls.
Stars Reinforcement[edit]
Starting at 14th level, the stars protect you in the most difficult moments. When you are below half your hit points, you gain the following bonuses:
- Your attacks deal 1d4 additional damage.
- +2 bonus to your AC.
- +2 to attack and damage rolls.
Future Sight[edit]
At 18th level, due to your constant use of the power of the stars, you can now predict your opponents. No attack roll has advantage against you as long as you are not incapacitated.
Own constellation[edit]
Finally at 20th level, at last you have inherited your celestial aspect, the sky trusts you to be eternal:
Once you die, you can choose to become a star or be reborn even if the way you have died denies it, the memories of your life as Sky Heir will disappear, however you will retain your Celestial Mark.
- Mother Star
You earn a 6-hour bardic-inspired d12 die.
- Fallen Star
You take 1 less damage from the following damage types: Necrotic, Poison, and Psychic.
- Red Star
You gain expertise in 1 of the following skills: Persuasion, Intimidation, Deception, or Interpretation.
- Blue Star
You gain 1 Hit Point at the first level and each time you level up.
Stars[edit]
Mother Star[edit]
It is known that the mother star chooses her heirs from before they are born. Incredible possibilities are foreseen for those who are born in the light of this star.
- Celestial Impulse
Starting at 1st level, you can increase your momentum in battle after defeating an opponent. For each enemy defeated in combat, your movement increases by 10 feet (40 feet maximum). You lose the bonus move after 1 minute.
- Mother of All
At 3rd level, your star protects those who are important to you, providing support to those who are by your side. Allies within 15 feet of you have a +1 bonus to attack rolls and AC. This radius increases by 10 ft at 13th level.
- Preamble From Beyond
At 9th level, you begin to gain control over your destiny, you look beyond your steps, you gain an advantage on initiative rolls.
- True reflection
Once you reach 13th level, your control can break some rules, as a reaction you can switch positions with a creature within a range equal to your movement speed. You can use this feature a number of times equal to your Skysense per long rest. The targeted creature lose concentration after the switch.
- The Loom
At 17th level, your destiny is no longer the limit, allowing you to damage the creatures that get in your way. His damage against non-humanoid enemies is doubled and his attacks become magical, ignoring the enemy's resistances and immunities.
Fallen Star[edit]
The fallen star is often related to evil forces, the reality is that the misfortune of its heirs comes from the weakness of the star itself, since for various reasons, its light has been turned off, perhaps it is longevity or premature death.
- Gist
At 1st level, the essence of your connection with the stars is blurred, but it seems that you can set the pace, whenever you defeat an enemy it will be true that: (choose an option permanently)
- Myself: You will gain 1d6 + Intelligence temporary hit points.
- Allies: An ally of your choice within 80 feet will heal 1d6 + Intelligence Hit Points.
- None: Your next successful attack will deal 1d4 + Intelligence additional necrotic damage. (ignoring immunities and resistances, as well as necrotic absorption)
- Everyone: Spare the Dying will be cast on the enemy, the enemy will be left unconscious. You also gain a Favor Point (2 max) that you can spend to give a bonus equal to your competition to a saving throw to an ally. No action is required, you can give it after the throw, but before knowing the results.
- Remnant
At 3rd level, you have gained some of your star's knowledge, you gain proficiency in 2 skills of your choice. Starting at 13th level, you double your proficiency bonus in the two skills you have chosen.
- True Aspect
At 9th level, you manipulate the vestiges of what was once a star, gaining one of the following characteristics of your choice:
- Advance: Ignore the difficult terrain, also, whenever you attack from difficult terrain, you can dash 5 feet before making an attack, this dash extends your attack range.
- Empower: If you or an ally you can see gains hit points, you can add your Intelligence ability score modifier to the hit points recovered.
- Deny: Whenever you hit an enemy that has no allies within 20 feet, decide to leave it with no reaction or no Bonus.
- Save: If an ally takes damage that brings them down to 0 hit points within 30 feet of you, you can transfer that damage to yourself or to a willing creature in that radius (This damage cannot be negated or reduced).
- Star on Earth
Starting at 13th level, you gain a celestial vision with which you seem to be able to glimpse the future, you can cancel everything that happened during the last 6 seconds to try to avoid that situation (No action required). You can use this feature a number of times equal to (half of your Skysense) -1 per long rest.
- The Reborn
At 17th level, the fallen star has been reborn in you, its power is at your disposal, you will consume it until there is nothing left (Bestiality), you will turn to it to help those who matter to you (Community), perhaps the intentions of the star is end it all, will you support it? (Eternity), or maybe you will function in harmony (Duality).
Make your choice:
- Bestiality: The power you have taken does not belong to you, how your body reacts to it depends on you, what is certain is that you have become an abomination, and as such:
- You are immune to spells or effects that alter your form (Like Polymorph or Petrify).
- You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
- Also, your AC without armor is equal to 12 + Constitution + Dexterity
- Community: The fallen star respects your decision and as such puts all its power in your hands, therefore, you have the following benefits:
- Within a 30-foot radius around you, any ally advantageously rolls saving throws to avoid negative spells or poison-based attacks.
- You gain resistance to poison.
- Also, your AC without armor is equal to 12 + Charisma + Dexterity.
- Eternity: The true nature of the star has never been to make friends, yours is seen by his influence or by choice, either.
- Duality: Your connection is truly perfect, your energies flow in harmony, as a result:
Red Star[edit]
The red star is perhaps the most enigmatic, although its relationship with the heir is the closest compared to the other stars, the reasons for this connection seem to be guided by curiosity.
- Igneous Presence
From 1st level, being chosen by the Red Star means that it follows you closely, in response, your body begins to gain some affinity with the heat. You gain fire resistance, if you are already resistant, you can cast the cantrip Fire Bolt at will without using any type of component.
- Ablaze
Starting at 3rd level, your relationship with the Red Star can no longer be hidden, your hair becomes flaming when you feel certain emotions; when you are below half your hit points you gain immunity to fire and your weapon and unarmed attacks deal 1d4 additional Fire damage. This bonus becomes 2d4 at 9th level and 3d4 at 13th level.
- Ignition
At 9th level, your affinity for fire has been consolidated. You have become immune to fire damage. Also from now on, as long as you are below half your hit points, touching you has its consequences, when an enemy connects you with a melee attack it suffers fire damage equal to your Skysense.
- Will of Fire
At 13th level, The Red Star has begun to respect you, which has led to an agreement, as an action you can unleash an igneous wave around you within a 30 foot radius that will hit any number of creatures of your choice. These must succeed on a Dexterity saving throw DC = 8 + Intelligence ability score modifier + proficiency bonus, on a failed saving throw, they take 1d8 + Intelligence ability score modifier fire damage and are Burned for 30 seconds. On a successful saving throw, they only take the damage. You can use this feature a number of times equal to (half your Skysense)-1.
- Burned Condition: A burned creature has vulnerability to slashing, piercing, and bludgeoning damage types.
- The Recognized
The red star has completely accepted you, maybe at first he chose you as his heir randomly, but now he knows that you are worthy of his power.
- You learn the Ignan language
- You win a second reaction
- Also as a reaction, you can add a bonus equal to your Skysense to a skill check or saving throw, but only a number of times equal to your competence per long rest.
- You gain a magmatic swim speed equal to 60 feet.
Magmatic swimming speed: You can swim in lava, magma, volcanic pools...
Blue Star[edit]
The blue star is known to guide sailors through their long voyages on the high seas, although in truth, it watches over all those who travel in its light.
- Traveller
Your guide covers your steps, at 1st level, you gain a swimming and climbing speed equal to your walking speed.
- Sea Tongue
At 3rd level, his connection to the Star of the Sailors has endowed him with a salty tongue, which not only grants you breath underwater, but can also add half of his Skysense to their Charisma-based skill rolls. Also, at 13th level, you can add this bonus to your Charisma saving throws.
- Water Renewal
At 9th level, your body has begun to reflect the favors of the Blue Star, whenever you and your allies take a short or long rest roll 4d4 + Intelligence, each ally and you will receive hit points as a reserve equal to the total of the roll. As a reaction, you can convert any number of points in the reserve into hit points, healing yourself. (This feature cannot be accumulated, if you have points in your reserve when you start a break, they disappear)
- Sea Deck
At 13th level, your strong will prevents your journey from stopping, as an action you can generate a Water Aura that surrounds a creature that you must be touching (It can be you), this aura absorbs part of the damage directed to the wearer, the aura lasts 1 hour and you can use it on a number equal to your Skysense mod for a long rest. In addition, Water Aura can be consumed to heal any disease or negative condition that affects the user, but only 1 if several affect him.
- Water Aura: Absorb 3 damage from any source. Faced with a fire-based attack (dealing base fire damage), it absorbs all of the damage, but the Water Aura ends.
- The One Who is Free
As an action, you can unleash a strong wave around you in a radius of 180 feet, the water spreads covering corners and corridors. This wave terrain is considered difficult terrain for your enemies and they have disadvantage on initiative rolls. You, on the other hand, spend half your feet on this terrain and become immune to attacks of opportunity against you. This terrain lasts 1 minute, and you can summon it 1 time per short rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Sky Heir class, you must meet these prerequisites: 13 Intelligence and 13 Dexterity
Proficiencies. When you multiclass into the Sky Heir class, you gain the following proficiencies: One of those skills: Deception or Persuasion, simple weapons, martial weapons.
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