Star Caster (5e Class)
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- 1.1 <!-Introduction Leader->
- 1.2 Creating a Star Caster
- 1.3 Class Features
- 1.3.1 Table: The Star Caster
- 1.3.2 Inner Power
- 1.3.3 Fire Strike
- 1.3.4 unarmored Defense
- 1.3.5 Fighting Style
- 1.3.6 Spellcasting
- 1.3.7 Fire Spirit
- 1.3.8 Sun Caster Specialization
- 1.3.9 Ability Score Improvement
- 1.3.10 Extra Attack
- 1.3.11 Fireball Upgrade (Yellow Star)
- 1.3.12 Star Rider
- 1.3.13 Support from the Stars
- 1.3.14 Fireball Upgrade (Magnetar)
- 1.3.15 Super Eruption
- 1.3.16 Gamma Ray Burst
- 1.4 The Frontliner
- 1.5 Fire Release
- 1.6 Monstrous Athlete
- 1.7 Savage Magic
- 1.8 Unbeatable Warrior
- 1.9 The Elemental One
- 1.10 Elemental Whip
- 1.11 Magic Resistance
- 1.12 Star of pure Elements
- 1.13 Thunder Fly
- 1.14 Star Caster Spell List
- 1.15 Multiclassing
Someone with a deeper connection to the sun and a greater knowledge about stars.
Creating a Star Caster
- Quick Build
You can make a Star Caster quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution and Strength, then Dexterity. Second, choose a reasonable background.
As a Star Caster you gain the following class features.
- Hit Points
Armor: no Armor, all Shields
Weapons: simple melee, martial melee
Saving Throws: Intelligence and Strength
Skills: Choose four from Acrobatics, Athletic, Deception, Intimidation, Perception, Persuasion, Religion and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a battleaxe or (b) a Greataxe or (c) a Greatsword
- (a) two Handaxes or (b) a shield and a handaxe
- a dagger
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have 4d4 ×10 in funds.
|Features||Fire Strike||Cantrips known||—Spell Slots per Spell Level—|
|1st||+2||inner Power, Fire Strike, unarmored Defense||1d4||2||—||—||—||—||—|
|2nd||+2||Fighting Style, Spellcasting||1d4||2||2||—||—||—||—|
|3rd||+2||Fire Spirit, Subclass||1d6||2||3||—||—||—||—|
|4th||+2||Ability Score Improvement||1d6||2||3||—||—||—||—|
|5th||+3||Extra Attack (1)||1d8||2||4||2||—||—||—|
|7th||+3||Fireball Upgrade (Yellow Star)||1d10||3||4||3||—||—||—|
|8th||+3||Ability Score Improvement||1d10||3||4||3||—||—||—|
|10th||+4||Support from the stars||1d12||3||4||3||2||—||—|
|11th||+4||Extra Attack (2)||2d8||4||4||3||3||—||—|
|12th||+4||Ability Score Improvement, Fireball Upgrade (Magnetar)||2d8||4||4||3||3||—||—|
|16th||+5||Ability Score Improvement||2d12||5||4||3||3||2||—|
|19th||+6||Ability Score Improvement||3d12||5||4||3||3||3||2|
|20th||+6||Gamma Ray Burst||3d12||5||4||3||3||3||2|
You have a power inside of you. It seems to be the energy of a star. This grants you the following benefits:
-You become immune to fire damage
-Hot or cold weather doesn't affect you, because your inner heat keeps your body temperature on a stable level.
-You are toughened up by your inner power. While unarmored, you get an extra bonus to your AC equal to half your proficiency bonus (rounded down).
-You know the Fire Bolt and one other cantrip of your choice from the wizard spell list. You can choose one additional cantrip at 6th level, and again at 11th and 16th level.
Your Weapon of choice is set on fire. Whenever you take the attack action on your turn, your weapon deals 1d4 extra fire damage. While gaining levels, the extra damage increases as shown in the Fire Strike column of the Star Caster table.
While unarmored, you can calculate your AC with the following formula:
- 8 + Dexterity modifier + Constitution modifier + inner Power bonus
You can use a shield and still gain this benefit.
Starting at 2nd level, you can adopt a particular Fighting Style as your speciality. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again. At 5th level, choose another Fighting Style. At 10th level, choose your final Fighting Style.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with this weapon.
While you are wielding a shield, you gain a +1 bonus to AC.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- 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.
- Support from the Stars
Whenever it comes to damage rolls that are 10 or lower and it is not enough to hit the target, you can decide to ad an additional 1d6 to the damage roll.
At 2nd level, you have learned to use the magical essence of your inner power.
- Spell Slots
The Star Caster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Star Caster 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 burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using ether slot.
- Spells known of 1st Level and Higher
You prepare the list of Star Caster spells that are available for you to cast, choosing from the Star Caster spell list. When you do so, choose a number of spells equal to your Intelligence modifier + your Star Caster level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest.
- Spellcasting Ability
Intelligence is your spellcasting ability for your spells, so you use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Star Caster spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Fire expertise
If casting a fire based spell use the following formula:
- Spell save DC = 8 + 2× your proficiency bonus + your Intelligence modifier
- Spell attack modifier = 2× your proficiency bonus + your Intelligence modifier
You may use the Spell attack modifier for fire based spells as damage bonus.
- Spellcasting Focus
You can use your bounded weapon as a spellcasting focus to cast spells.
Starting at 3rd level, you are able to control the fire inside of you a little bit better. As a bonus action you can inflame your entire body for a duration of 10min. This grants you the following benefits. You can use Fire Spirit equal to your Strength modifier and regain all uses after a long rest.
You gain darkvision with a range of 60 ft. If you already have darkvision, the range increases by 30 ft.
- Handsome Hellfire
You have advantage on intimidation checks, while your are in this form.
- Fire Suit
You gain 20 temporary Hit Points.
Sun Caster Specialization
At 3rd level, you chose a Sun Caster Specialization. Choose between "The Frontliner" or "The Elemental One" all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 14th and 18th level.
Ability Score Improvement
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.
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level.
Fireball Upgrade (Yellow Star)
When you reach 7th level, you are a real Star Caster. Your fireballs are no longer just fireballs. They are tiny sun-like yellow stars from now on. Around six feet in diameter. Whenever you cast a star in your main hand and throw it (30/120 ft), it deals extra radiant damage equal to the fire damage.On a successful hit, you deal 5d8 fire damage and 5d8 radiant damage on a spell slot of level three. Each damage type increases by one damage die (1d8) at every higher expended spell slot. The target takes only half damage on a successful intelligence saving throw (your fire based spell save DC).
At 9th level, you have mastered the full control of a brown dwarf. A little, dark and cold star. As an action, you can cast a brown dwarf, which acts as your vehicle. While you are riding it, you have a flying speed of 80 feet. The maximum duration of the brown dwarf is one hour. Use the brown dwarf as often as you want.
Support from the Stars
The power inside of you will never leave you alone. At 10th level, whenever you roll for saving throws or ability checks that are 10 or lower, you can threat the roll as 10.
Fireball Upgrade (Magnetar)
At 12th level, the stars you cast are more dangerous than ever before. Very heavy and hot stars with an incredible amount of energy, magnetars. On a successful hit with a magnetar, you deal 6d8 fire damage, 6d8 radiant damage and an extra 6d8 lighting damage on a spell slot of level three.The target takes half damage on a successful saving throw. It ignores overcoming resistances. Each damage type increases by one damage die (1d8) at every higher spell slot. If you want to, you can also cast yellow stars as well.
- magnetic field
There is one important effect by the magnetar. A heavy magnetic field. Before you throw a magnetar to your target, every creature that is wielding a metallic weapon or any other metallic object, standing in a radius of 40 ft must succeed a strength saving throw (DC 15) and in a radius of 20 ft a strength saving throw (DC 18). On a failed saving throw the creatures lose its weapon/object. It flies into the magnetar and is instantly molten. To make sure that you are not effected, you may use a bonus action to form the magnetic field. Otherwise you must succeed a strength saving throw (DC 18).
When you reach 17th level as an action, you have the ability to erupt. You reach an incredible heavy temperature, so that your skin looks like the surface of a red giant. You deal 14d12 fire damage on every creature in a 50ft radius. And half damage if the targets succeed your fire based spell save DC. The damage increases to 16d12 on 20th level. You can erupt equal to half your constitution modifier rounded down (minimum 1). You regain all expended uses after a long rest.
Gamma Ray Burst
At 20th level, you can cast a star known as supernova, which makes an infinite gamma ray burst. It ignores all overcoming resistances and immunities. On a successful hit you deal 20d12 damage that counts as both radiant and necrotic and an additional 5d12 fire damage. Only half damage, if the target succeed your spell save DC. Every creature inside the gamma ray burst that survived must succeed a constitution saving throw (DC 20) or gets disadvantage on every saving throw and a penalty of -1 to the AC for the next 10 minutes. You can make only one gamma ray burst per long rest. Notice that the burst is infinite. You should aim the burst a little bit into the sky to make sure you hit nothing more, than your target (nothing more on your planet).
The Frontliner is the more aggressive and tanky Star Caster type. Those are the Barbarians of the Spell Casters.
On 3rd level, when you hit with a melee weapon attack you can expend one spell slot to deal additional fire damage in addition to the weapons damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first, to a maximum of 5d8. At 14th level, you may release 10d8 fire damage once per day, without expending a spell slot.
At 6th level, you gain a swimming speed and a climbing speed equal to your movement speed. Additionally, you gain advantage on all initiative rolls and proficiency in dexterity and constitution saving throws, if you don't already have it.
At 14th level, when you hit a creature with a melee weapon, you may use a bonus action to cast a damage dealing spell at the target, even if the spell of your choice requires an action. You can do this equal to your constitution modifier. You regain all uses after a long rest.
At 18th level, whenever you make a weapon or spell attack, you deal critical damage on a 19-20. On a critical hit, you deal maximum damage, plus one extra damage die. Additionally, your attacks ignores all resistances and immunities of the target. Your critical hit rate increases to 18-20 at 20th level.
The Elemental One
Why only fire damage? What about a lot of damage types? The Elemental One is a specialist in dealing very dangerous damage combinations, but also a specialist in taking it.
At 3rd level, as a bonus action, you can summon a whip made out of all elements. The whip, with a range of 40 feet, deals 2d10 bludgeoning, piercing or slashing damage (your choice), plus 1d10 lighting, thunder, poison, acid, cold or force. Choose one of these types. You can change the extra damage type once per round. If a creature does not have a resistance to the damage it takes, it takes 1d4 additional damage of this type at the start of its turn. It requires a bonus action by the creature to end the effect. The whip last for 10 minutes. The amount of extra damage types the whip has, increases to two at 8th level and to three at 14th level.
Your life with all the amount of magic toughened you up. At 6th level, every incoming damage is reduced by 5. You also get resistance to damage types of your choice. Choose three from acid, cold, force, lighting, poison and thunder. You also have advantage on saving throws against magic.
Star of pure Elements
At 14th level, your stars (yellow star and magnetar) dealing the same amount of damage as described, but now they are dealing all existing damage types except bludgeoning, piercing and slashing damage. If a creature is not resistant to at least one of these damage types, you deal maximum damage. On a critical hit, if the target succeeds the saving throw, its hit points are instantly reduced to 1 (if the rest HP would be higher). If it fails, it is instantly dead.
At 18th level, if you are far away from a target and you want to use your stars, they deal additional 1d6 thunder damage for every 10 feet they fly to the target to a maximum of 12d6 additional thunder damage.
Star Caster Spell List
You know all of the spells from the Wizard spell list.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: