Star Chased (5e Class)

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Star Chased[edit]

This is a class of someone who somehow was gifted powers from the Cosmos through some sort of interaction with a celestial body this can be considered a curse or blessing and you may have a scar from a falling star or made a wish from a shooting star. this class is a half-spell caster that can somewhat hold their own in hand-to-hand combat and they can cast energy that stars and other bodies have like gamma rays or stardust. their spells take energy points that you will gain more of as you become more proficient with this anomaly that your character has. the only drawback to having this destructive power is that you also take some backfire from the energy that you can cast because of your mortal frame.

<!-Introduction Leader->[edit]

Creating a Star chased[edit]


Quick Build

You can make a Star Chased quickly by following these suggestions. First, Constitution should be your highest ability score, followed by intelligence. Second, choose the Hermit Background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Star Chased you gain the following class features.

Hit Points

Hit Dice: 1d8 per Star Chased level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Star Chased level after 1st

Proficiencies

Armor: light armor
Weapons: simple, short sword
Tools: Cartographer's tools
Saving Throws: Int, Con
Skills:

Equipment

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

  • (a) Short sword or (b) 2 Simple weapons
  • (a) padded cloth armor or (b) leather armor
  • (a) explores pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have starting wealth, see PHB p. 143 in funds.

Table: The Star Chased

Level Proficiency
Bonus
Features Energy Points
1st +2 <!-Class Feature1-> 4
2nd +2 <!-Class Feature2-> 8
3rd +2 <!-Class Feature3-> 10
4th +2 Ability Score Improvement 12
5th +3 15
6th +3 16
7th +3 17
8th +3 Ability Score Improvement 18
9th +4 19
10th +4 20
11th +4 22
12th +4 Ability Score Improvement 24
13th +5 25
14th +5 26
15th +5 28
16th +5 Ability Score Improvement 30
17th +6 32
18th +6 34
19th +6 Ability Score Improvement 35
20th +6 40

Embedded energy[edit]

You have the energy of a star within you and you let the energy spill through your body causing mass destruction and possibly harming you in the processes

you gain spell-casting ability found at the end of this page.

Star visions[edit]

you have proficiency in Cartographer's tools and Arcane, Insight, and History relating to astronomy and astrology.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • 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.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • 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 shield or a simple or martial weapon to use this reaction.
  • Protection. 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.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Engery Casting styles[edit]

-At the third level, you chose a style. Choose between protective and aggressive styles, detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

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Agressive style[edit]

you do a lot more damage and tend to be able to cast more attacking energy attacks

<!-Class Feature->

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<!-Class Feature->

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<!-Class Feature->

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spells
  • gamma ray- you cast out a long straight line of gamma that is 15ft long, costs 5 energy points, and deals a 1d8 you can increase the number of dice and range by 5ft for every 5 energy points
    Supernova

At the 18th level, as an action you may expend 35 energy points to cause an implosion of 80ft this affects everyone including party members, you take 2 turns where you slowly absorb and pull in everything under 200 pounds and after two turns you do a 4d12

  • Each creature on the ground in the area at the start of your turn must make a Strength saving throw. On a failed save, the creature is knocked prone.
  • Each creature airborne in the area must make a Dexterity saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.
  • The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.
  • Creatures in the area take radiant damage equal to half your level and are blinded until the start of their next turn when they fail any of the saving throws.

Defensive style[edit]

your a much more defensive person who tends to help people and benefit more outside of combat

<!-Class Feature->

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spells
  • Cosmic Wall

At the 6th level, as an action, using 10 energy points, you can conjure a wall of cosmic energy at any place within 30 feet of you, the wall has the following attributes:

The wall has [5 + your level] hit points and the wall's AC is equal to [8 + your Intelligence modifier]. The wall is up to 5 feet wide and up to 5 feet tall and acts as a full cover. You choose whether the wall is blessed with the aspect of the sun, moon, or stars.

  • Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your level when it enters the wall's area for the first time on a turn or starts its turn there.
  • Stars: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a Dexterity saving throw against your spell save DC, on a failure the creature is knocked prone.
  • Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5 feet of full cover in three directions rather than one.

The wall lasts until you dispel it as a bonus action or is destroyed.

Star Chased Spell List[edit]

the spells you can cast don't require spell slots but energy points

The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.

Expanded Spell List

The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.

Level Spells
5 control flames, sacred flame, shape water.
8 Absorb elements, guiding bolt.
10 moonbeam, scorching ray.
12 daylight, tidal wave.
16 gravity sinkhole, sickening radiance.
20 summon celestial, dawn.
Solar Weaver

At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow, or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at the 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian.

As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The star's radiant glow engulfs an area within a 5-foot radius and a creature must make a Dexterity saving throw when it starts its turn in the radius of the star or enters it for the first time on its turn. The creature takes 1d10 radiant damage on a failed to save, or half as much damage on a successful one. The star's effect grows by 5 feet and its damage increases by 1d10 when you reach the 5th level (10 feet, 2d10), the 11th level (15 feet, 3d10), and the 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action.

The star's size increases by 1d4+2 inches when you gain a level in this class.


Veil of Stars

At the 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell.

Astral Protection

At the 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 5 energy points to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn.


Multiclassing[edit]

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:

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