Star Shaman (5e Class)

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Star Shaman[edit]

Those blessed by the Heavens[edit]

Star Shamans are individuals who have forged a deep connection with the cosmos, harnessing the power of stars, planets, and celestial bodies to manipulate the very fabric of reality. They are attuned to the mysteries of the universe, allowing them to channel cosmic energy for both offensive and supportive purposes.

Creating a Star Shaman[edit]

Quick Build

You can make a Star Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Hermit or Fortune Teller background.

Class Features

As a Star Shaman you gain the following class features.

Hit Points

Hit Dice: 1d6 per Star Shaman level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Star Shaman level after 1st

Proficiencies

Armor: Shields
Weapons: Simple Weapon
Tools: Navigator's Tools, Cartographer's Tools
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, History, Insight, Investigation, Perception, Persuasion

Equipment

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

  • (a) a quarterstaff or or (b) dagger
  • (a) a component pouch or or (b) arcane focus
  • (a) a scholar's pack or or (b) explorer’s pack
  • Navigator's Tools, Cartographer's Tools
  • a Shield
  • If you are using starting wealth, you have 5d4*10 in funds.

Table: The Star Shaman

Level Proficiency
Bonus
Constellations Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 4 Spellcasting, Celestial Body, Star Sign Synergy 2 2
2nd +2 4 Adjust Density, Constellation Formation 2 3
3rd +2 4 2 4 2
4th +2 4 Ability Score Improvement 3 4 3
5th +3 5 Star Sign Synergy 3 4 3 2
6th +3 5 Ophiuchus The Lost Constellation 3 4 3 3
7th +3 5 3 4 3 3 1
8th +3 5 Ability Score Improvement, Stellar Manipulation 3 4 3 3 2
9th +4 6 Star Sign Synergy 3 4 3 3 3 1
10th +4 6 4 4 3 3 3 2
11th +4 6 4 4 3 3 3 2 1
12th +4 6 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 7 Star Sign Synergy 4 4 3 3 3 2 1 1
14th +5 7 Heaven’s Domain 4 4 3 3 3 2 1 1
15th +5 7 4 4 3 3 3 2 1 1 1
16th +5 7 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 8 Star Sign Synergy 4 4 3 3 3 2 1 1 1 1
18th +6 8 4 4 3 3 3 3 1 1 1 1
19th +6 8 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 8 Celestial Core 4 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

As a star shaman you manipulate the cosmic energies of the universe to pull and manipulate the weave as you see fit.

Cantrips

At 1st level, you know two cantrips of your choice from the Star Shaman spell list. You learn additional star shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Star Shaman table.

Preparing and Casting Spells

The Star Shaman table shows how many spell slots you have to cast your star shaman spells of 1st level and higher. To cast one of these star shaman 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.

You prepare the list of star shaman spells that are available for you to cast, choosing from the star shaman spell list. When you do so, choose a number of star shaman spells equal to your Wisdom modifier + your Star Shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level star shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of star shaman spells requires time spent outside underneath the sky: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your star shaman spells, since your magic draws upon your commandment and attunement to the cosmos. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Star Shaman spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a star shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You use your Celestial Body as a spellcasting focus for your star shaman spells.

Celestial Body[edit]

At 1st level, your connections to the heavens above manifests in the form of a tiny star, which serves as a conduit to harness cosmic energies functioning as a spellcasting focus. You are able to summon or dismiss your Celestial Body as a bonus action, while summoned it sheds bright light within 10ft radius and dim light for an additional 10ft. As a free action on your turn you may command the star to orbit you or or move up to 30ft once per turn, If the Celestial Body is ever more than 60ft away from you it will fizzle out and relight itself orbiting you. You can summon and have a number of Celestial Body equal to your Wisdom modifier. When you cast a spell your Celestial Body can deliver the spell as if it had cast the spell. Finally, your Celestial Body is able to express your connection to cosmic forces in the following features while summoned:

• Heaven’s Light:
Your star draws in the abundance of ultraviolet light from within itself and shoots it forward potentially blinding your enemies. As a reaction to you being targeted for an attack roll by a creature within 30ft of the Celestial Body, you may force the creature to make a Constitution saving throw vs your spellcasting DC or be blinded until the start of its next turn.


• Heaven’s Radiance:
Your star channels the positive energies of the cosmos raining down motes of radiance mending wounds. As an action on your turn you may select a creature within 5ft of your Celestial Body and restore 1d10 + Wisdom modifier hit points. At later levels this increases to 2d10 at 5th level, 3d10 at 10th level, and 4d10 at 15th level.


Star Sign Synergy[edit]

At 1st level you’re able to resonate your Celestial Body with the stars above starting with four alignments, and gaining more as shown in the table above under Constellations, granting you all new features depending upon its alignment with the following:

 • Aries:
Your connection to the headstrong ram has allowed you to weaponize your Celestial Body in a more aggressive way slamming itself into your enemies. While aligned to this constellation, as an action on your turn you may target a creature within 60ft of each of your Celestial Body and make a melee spell attack roll each, on hit the target takes 2d8 + Wisdom modifier radiant or force damage.
At later levels this increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.


• Taurus:
Your connection to the hardy bull has allowed you to manipulate your own personal mass increasing your resilience to outside forces. While aligned to this constellation and not wearing armor, your armor class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.


• Gemini: 
Your connection to the cunning twins has allowed you to create mirages playing tricks on the very world manipulating lights to form illusions to confuse and misdirect. While aligned to this constellation, as an action on your turn you may create an illusionary copy of yourself, target creature, or target object lasting up to a number of hours equal to your proficiency. A creature copied by this ability behaves how you direct it otherwise perfectly mimics its original, a creature attempting to target the original with an attack or ability that can see the illusion must make a Intelligence saving throw vs your spellcasting DC or target the copy ending the illusion. You may only have one illusion at a time with this ability.


• Cancer: 
Your connection to the sensitive but resilient crab has allowed you to turn the energy  forced upon another into a protective shield. While aligned to this constellation, as a reaction to a creature taking damage you may grant the creature resistance to the incoming source of damage converting the damage subverted into temporary hit points.


• Leo: 
Your connection to the mighty lion has allowed you to tap into the abundance of radiant energy in the universe bolstering those under your Celestial Body. While aligned to this constellation, as an action on your turn you may target a number of creatures equal to your Wisdom modifier within 60ft of your Celestial Body and imbue them with radiant energy, granting them an additional 1d4 radiant damage on all attacks for 1 minute. You may use this ability a number of times equal to your proficiency bonus, regaining all uses upon long rest. 
At later levels this increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.


• Virgo: 
Your connection to the supportive maiden has allowed you to deepen your connection to the positive energies among the cosmos, furthering control over your healing prowess. While aligned to this constellation, whenever you would use Heaven’s Radiance you may target a number of creatures equal to your proficiency bonus to gain its effects and increase the radius to 20ft.


• Libra: 
Your connection to the scales of fate has allowed you to manipulate the very fate of yourself and those around you. While aligned to this constellation, when you finish a long rest roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these fate rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. 
Each fate roll can be used only once. When you finish a long rest, you lose any unused fate rolls.


• Scorpio: 
Your connection to the venomous scorpion has allowed you to harness the negative energy of the universe corrupting your enemies down to their core. While aligned to this constellation, as an action on your turn you may command your Celestial Body to target a creature within 60ft of it with a sickening ray of negative energy, forcing it make a Charisma saving throw vs your spellcasting DC. On failure, the creature has disadvantage on attack rolls and ability checks and loses 1d6 hit points at the start of its turn for 1 minute. You may use this feature a number of times equal to your proficiency bonus, needing to finish a long rest before you can use this feature again. 


• Sagittarius: 
Your connection to the precise archer has allowed you to influence the movements of those under your Celestial Body to perfect precision. While aligned to this constellation, as an action on your turn you may target a number of creatures equal to you Wisdom modifier and modify their attacks to reduce all wasted movement, until the end of your next turn whenever those creatures would make an attack roll they gain a bonus to attack equal to your Wisdom modifier and may roll 1d8 to decrease the minimum the minimum roll for the attack to count as critical hit. You may use this feature a number of times equal to your proficiency bonus, needing to finish a long rest before you can use this feature again.


• Capricorn: 
Your connection to the enduring goat has allowed you to manipulate your own personal gravity as you see fit, bolstering your speed and strength. While aligned to this constellation, you are unaffected by difficult terrain and gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, if you would be made to make a Dexterity or Strength saving roll (such as for checks, saving throws, and skills) you may use your Wisdom instead. 


• Aquarius: 
Your connection to the water bearer has allowed you to manipulate the thermal dynamics and gravity of those under the influence of your Celestial Body enveloping them in a cosmic aura. While aligned to this constellation, you and a number of creatures equal to your proficiency modifier within 30ft of your Celestial Body gain resistance to fire, cold, and bludgeoning damage. Starting at 11th level this resistance to fire and cold turns into immunity, and you no longer suffer from extreme temperature effects.


• Pisces: 
Your connection to the evasive fish has allowed you to bend and interchange the forces at work upon two targets under the influence of your Celestial Body effectively swapping places. While aligned to this constellation, as a reaction to a creature within 30ft of your Celestial Body being targeted for an attack or ability saving throw, while aligned to this constellation, you may swap it and an object not being worn or carried or a willing creature. If a creature is swapped into an attack it proceeds targeting the new creature. You may use this feature a number of times equal to your proficiency bonus, needing to finish a long rest before you can use this feature again.

Adjust Density[edit]

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

Constellation Formation[edit]

At 2nd level, when an area of effect you create affect a Celestial Body, you can choose other ones to deliver the effect within theirs light.


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.


Ophiuchus The Lost Constellation[edit]

Beginning at 6th level, you begin to further draw in the powers of the cosmos able to manifest them into a physical being. As an action on your turn you summon forth the might of the lost constellation taking the shape of a giant snake formed out of stars. It uses the statistics of Giant Constrictor Snake except for beast type it’s celestial and doesn’t need to breathe. Once you use this feature it’s not available again until you long rest.

Stellar Manipulation[edit]

Starting at 8th level, you’re able to fully manipulate the gravity around your Celestial Body to the point of nonexistence. You gain 30ft of flying speed as long as a Celestital Body is summoned. Once per long rest, as a bonus action on your turn you’re able to select a number of creatures equal to your proficiency bonus within 15ft of your Celestial Body. For the next hour as long as those creatures are within 200 feet of your Celestial Body they have a flying speed of 30ft. You can use this twice when you reach 15th level.

Heaven’s Domain[edit]

When you reach 14th level, your domination over the very cosmos has grown to the point where you’re able to conjure forth a small pocket of the heavens, issuing your rule over the dynamics and rules within this space. As an action on your turn you’re able to summon a field of stars in a 30ft radius centered on yourself that follows you for 1 minute. Creatures you deem as enemies under this field feel the full weight of gravity amplified against them gaining disadvantage on attack and saving throws. Creatures you deem as allies within this field feel the world move with them as if they’re every move is made weightless gaining advantage on attack and saving throws. Once you use this feature it’s not available again until long rest.


Celestial Core[edit]

The cosmic energy imbue your soul and reshape your body. At 20th level, you cease to age and when you die, you radiate a burst of energy that deals 4d6 of force and 4d6 of radiant damage to any creature within 50ft of you, then you become a cloud of star dust. After 3 days, you can decide to comeback to life with full health as if finished a long rest, or you can choose to become a star, occasionally awake from your slummber, to watch the world below. Additionally, you no longer suffer the stress from casting Wish, and you regain the ability to cast this spell if you lost it before.

Spell List[edit]

You know all of the spells on the spell list.

Cantrips

control flames, dancing lights, fire bolt, guidance, light, magic stone, mind sliver, minor illusion, mold earth, produce flame, ray of frost, thaumaturgy

1st Level

absorb elements, bane, bless, burning hands, catapult, charm person, command, comprehend languages, detect evil and good, detect magic, detect poison and disease, disguise self, earth tremor, faerie fire, feather fall, find familiar, guiding bolt, healing word, identify, jump, longstrider, magic missile, magnify gravity, purify food and drink, silent image, sleep, thunderwave

2nd Level

aganazzar’s scorcher, air bubble, augury, blur, darkness, earthbind, flaming sphere, heat metal, hold person, immovable object, invisibility, knock, levitate, magic weapon, maximillian's earthen grasp, mirror image, misty step, moonbeam, pass without trace, scorching ray, skywrite, spiritual weapon, suggestion

3rd Level

blink, clairvoyance, counterspell, daylight, dispel magic, elemental weapon, erupting earth, fireball, fly, gaseous form, haste, leomund’s tiny hut, melf’s minute meteorites, pulse wave, slow, spirit guardians, thunder step, tidal wave

4th Level

arcane eye, banishment, charm monster, compulsion, confusion, dimension door, divination, dominate beast, fabricate, fire shield, freedom of movement, gravity sinkhole, otiluke's resilient sphere, sickening radiance, stone shape, summon aberration, summon elemental, wall of fire, watery sphere

5th Level

bigby’s hand, commune with nature, cone of cold, conjure elemental, contact other plane, dawn, destructive wave, dominate person, far step, flame strike, hold monster, immolation, maelstrom, mislead, planar binding, scrying, seeming, summon celestial, telekinesis, teleportation circle, temporal shunt, transmute rock, wall of force, wall of light, wall of stone,

6th Level

arcane gate, bones of the earth, contingency, disintegrate, find the path, forbiddance, globe of invulnerability, gravity fissure, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke's freezing sphere, planar ally, primordial ward, scatter, sunbeam, true seeing, wall of ice

7th Level

conjure celestial, crown of stars, delayed blast fireball, {{5e|Firestorm, forcecage, mirage arcane, plane shift, power word: pain, project image, reverse gravity, sequester, teleport

8th Level

antimagic field, dark star, demiplane, dominate monster, earthquake, illusionary dragon, maddening darkness, power word: stun, reality break, sunburst, tsunami

9th Level

astral projection, foresight, gate, invulnerability, meteor swarm, power word: kill, ravenous void, starfall, time stop, wish

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Star Shaman class, you must meet these prerequisites: Wisdom score of 14

Proficiencies. When you multiclass into the Star Shaman class, you gain the following proficiencies: None

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