Starseer Domain (5e Subclass)

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Starseer[edit]

Cleric Subclass

Surrounded by a group of goblins, a starseer in white robes looks up at the black night sky. She peers into the depths of space and into the light of the stars, while the goblins look at her cautiously. By the time they decide to run in and attack, it is too late. In instant the seer breaks her line of sight with the stars, filled to the brim with astral power. With a flick of her hand, light falls down from the stars and onto the goblins, obliterating all of them in a bright flash of light. This individual is a starseer named Steorra, and she has dedicated her entire life to watching and maintaining the overflowing power of the cosmos.

Starseers are beings that channel the power of the cosmos to perform stunning feats of magic. They stare deeply into space and bend astral objects to see the future and replicate powers. Some are chosen guardians that watch over the cosmos at their discretion. Others are scholars that stare into space with a never ending curiosity; trying desperately to see what's beyond our view in space. Some are fortune tellers hired by kings and nobles to see the future, while others are mischievous astral walkers that bend space to their will. Starseers have the mark of Dhehin on their eyes, which allow them to see past the atmosphere and into the deep reaches of space. Starseers are born with this mark, and given practice and time, a person with this mark can train their eyes to see deeper into space and become a starseer. They are not limited to divination or spell casting however, as their excellent eyesight make them good snipers and scholars.

As you create a starseer, think about their motivation for watching the cosmos. Looking into space is mentally draining and time consuming, so your character must have a strong resolve and motivation to become a starseer, especially since it takes so much practice. A starseer without the motivation or resolve to look into space is often deemed to a normal life without magic. You should also keep in mind that a starseer can be a wide variety of things, from a basic spellcasting scholar to a hunting starbound navigator.

Starseer Domain
Spell Level Spells
1st faerie fire, guiding bolt
3rd augury, see invisibility
5th clairvoyance, daylight
7th divination, sickening radiance
9th commune with nature, contact other plane
Guiding Constellations

Starting at 1st level, the stars in the sky give you guidance. At night, while outdoors, you gain Advantage on your Wisdom checks you make.

In addition, you don't need material components to cast any spell with the ritual tag from the divination school at night and outdoors.

Star Motes

Also at 1st level, you add dancing lights to your list of spells known. While this spell is active, you can use the bonus action to hurl the four orbs of light against the same creature, or against four different creatures that are within 20 feet of each other. The target must succeed on a Constitution save against your spell save DC, or take 1d4 radiant damage per orb.

You can case damage with the star motes a number of times equal to your Wisdom modifier (minimum 1) and can't do it again until you finish a long rest.

Channel Divinity: Astral Omen

Starting at 2nd level, you can extract the power of the skies to make predictions of fortune or woe. As an Action, you can spend a use of Channel Divinity to roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this omen roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Your omen roll can be used only once. When you finish a short or a long rest, you lose an unused omen roll.

Star Gaze

At 6th level, you gain the blessing of Dahim, which empowers your eyesight. You can see at any distance as long as there are not physical barriers, without disadvantage on your checks. This also means that ranged attacks don't have disadvantage due to being made at a long range of your weapon.

Finally, dim light and the darkness of the universe and the astral plane doesn't impose any disadvantage or hindrance to your eyesight.

Astral Casting

Starting at 8th level, you add your Wisdom modifier (minimum +1) to the damage of any spell you cast that causes radiant damage.

Astral Travel

At 17th level, you are able to physically move to the plane of the stars. You can cast astral projection, targeting only yourself, without spending spell slots or material components. Once you do so, you can't do it again until you finish a long rest.

In addition, astral projection is always prepared for you, not counting against the maximum number of spells you can prepare.

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