User:Celestial Mechanist/Ascendant Star Dragon

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Star Dragon Racial Traits[edit]

Ancient and terrifyingly powerful dragons from the Void.
Ability Score Increase. Your mental statistics (Intelligence, Wisdom, Charisma) all increase by 2.
Age. You were there long before them, and you will remain long after they are gone.
Alignment. Does alignment matter in the grand scheme of the universe?
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a floating speed equal to your walking speed.
Truesight. A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. Your Truesight range is 120 feet.
Extend Spells. You naturally feed off of the energy being cast around you. Whenever a duration-based spell or spell-like ability affects you, and it has a duration of less than 24 hours, you may force that spell to have a duration of 24 hours.
Dragon Body. Although you are a powerful dragon, being a dragon also has some detriments. You can not use armor unless it is specifically tailored to you, and must find creative ways to wear rings, hats, and other apparel, but can use weapons normally.
Strange Background. Due to the unique nature of being a dragon, you don't choose a background.
Languages. You can speak, read, and write Common, Draconic, and one extra language of your choice.

Star Dragon[edit]

Creating a Star Dragon[edit]

When creating a dragon think about your origin and history. Also, when creating a dragon ask yourself what your character wants to accomplish. Do you want to travel, seek vengeance on dragons, become all powerful, gain immense wealth, be at peace with nature or something else?

Class Features

As a Dragon you gain the following class features.

Hit Points

Hit Dice: 1d12 per Dragon level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Dragon level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Athletics, Deception, History, Intimidation, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.

Equipment

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

  • no starting equipment or gold
  • If you are using starting wealth, you have none in funds.

Table: The Dragon

Level Proficiency
Bonus
Features Celestial Flare Damage Celestial Flare Range Celestial Flare Projectiles Magic Immunity —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Satellite Protection, Celestial Flare 1d6 30 1 2
2nd +2 Satellite Weaponry, Star Guide, Ability Score Improvement 1d6 30 1 3
3rd +2 Dragon's Expertise, Draconic Durability 1d6 35 1 4 2
4th +2 Ability Score Improvement 2d6 35 1 4 3
5th +3 Multiattack, Large Size 2d6 40 2 4 3 2
6th +3 Infused Strikes, Ability Score Improvement 2d6 40 2 4 3 3
7th +3 Miracle of Creation, Spell Manipulation 2d6 45 2 4 3 3 1
8th +3 Ability Score Improvement, Draconic Durability improvement 2d6 45 2 4 3 3 2
9th +4 Destabilize, Magic Immunity 3d6 50 2 1 4 3 3 3 1
10th +4 Draconic Vigor, Shooting Stars, Ability Score Improvement, Multiattack improvement 3d6 50 3 1 4 3 3 3 2
11th +4 Huge Size, Attunement Mastery, Dragon's Expertise improvement 3d8 55 3 1 4 3 3 3 2 1
12th +4 Ability Score Improvement 3d8 55 3 2 4 3 3 3 2 1
13th +5 Satellite Projection, Draconic Durability improvement 3d10 60 3 2 4 3 3 3 2 1 1
14th +5 Ability Score Improvement 3d10 60 3 2 4 3 3 3 2 1 1
15th +5 Celestial Supremacy, Multiattack improvement 3d10 65 4 3 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3d10 65 4 3 4 3 3 3 2 1 1 1
17th +6 Gargantuan Size 4d10 70 4 3 4 3 3 3 2 1 1 1 1
18th +6 Legendary Dragon 4d10 70 4 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4d10 75 4 4 4 3 3 3 3 2 1 1 1
20th +6 Master of All, Multiattack improvement 4d20 100 5 5 4 3 3 3 3 2 2 1 1

Satellite Protection[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Intelligence modifier + your Wisdom modifier. This feature manifests as minute asteroids and other satellites floating around you.

Celestial Flare[edit]

Beginning at 1st level, you can manipulate the power of the stars into powerful magic attacks. You gain a natural attack in the form of Celestial Flare, which increases in power, range, and number of projectiles based on your level. See the Celestial Flare tables above. Intelligence is your attack and damage modifier for these attacks, and you are treated as proficient in your natural weapons. Using Celestial Flare consumes your attack action. Celestial Flares deal radiant damage.

Spellcasting[edit]

At 1st level, your attachment to the cosmos gives you the innate ability to cast spells. You need not memorize or record spells, but in order to learn them, you must observe or study them. Whenever you witness a cast or the effects of a transmutation, abjuration, or enchantment spell, you automatically add that spell to your list of known spells. For spells of any other school, you must record the details of the spell, including any and all components, in a tome or other recording device, and study the spell for an amount of hours equal to 8 times the spell's level. If done correctly, you add that spell to your list of known spells. You can study a number of spells simultaneously equal to your proficiency modifier. When performing a short or long rest, you may count those hours towards your spell research.

Your spellcasting modifier is Intelligence, and the spell save DC for your spells is 8+Intelligence modifier+Wisdom modifier.
Your total spell slots are outlined in the Ascendant Star Dragon feature table. Regain the spell slots after a long/short rest.

Satellite Weaponry[edit]

At 2nd level, choose a number of weapon types equal to your proficiency modifier. You gain proficiency in those weapon types. When using a weapon you are proficient in, you may consume an attunement slot to transform that weapon into a powerful orbital weapon. The weapon floats in a space next to you, and is treated as you wielding it. You can make attacks with the orbital weapon as normal, and your attack and damage modifier for orbital weapons is Intelligence. Additionally, as a bonus action, you can return to your orbit all thrown orbital weapons. Whenever your proficiency modifier increases, gain proficiency in a number of types equal to the increase.

Star Guide[edit]

At 2nd level, you always know your location and cardinal directions. As long as you are exposed to the open sky, or are in the Void, you also know the locations of all stars, constellations, and other celestial objects in the sky. You also no longer need to eat or sleep, but need to meditate to gain the effects of a rest.

Ability Score Improvement[edit]

When you reach 2nd level, and again at 4th, 6th, 8th, 12th, 14th, 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. Unlike normal creatures, you can push your statistics past 20.

Dragon's Expertise[edit]

Starting at 3rd level, you have started to master your draconic powers. You may gain proficiency in the Athletics, Deception, Intimidation, Investigation, or Persuasion skill, and pick a skill you are already proficient in and gain Expertise in that skill. Additionally, you gain proficiency in Constitution saving throws. At 11th level, you may choose another skill from above and gain proficiency in Dexterity saving throws.

Draconic Durability[edit]

Starting at 3rd level, choose one physical damage type and one magical damage type. You gain resistance to those damage types.

Large Size[edit]

Starting at 5th level, your size becomes Large. You can carry, push, drag, or lift double the amount of a Medium sized creature. Your orbital weapons scale in size with you, dealing an extra damage die.

Multiattack[edit]

At 5th level, you make two attacks whenever you take the attack action. This increases to 3 at 10th level and 4 at 15th level, and finally 5 at 20th level.

Infused Strikes[edit]

Starting at 6th level, your natural and weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Miracle of Creation[edit]

Starting at 7th level, you can create objects with your innate power. You can create a number of objects at once equal to ten times your proficiency modifier. Invoking this feature requires you to consume a spell slot. The total size of the objects can be no more than a cube with each face of 2 feet times the level of spell slot consumed, and takes time in hours equal to the level of spell slot consumed. These objects cannot be magical in nature.

Spell Manipulation[edit]

Starting at 7th level, upon finishing a long rest, you may select a number of duration-based spells equal to half your proficiency modifier, rounded up. You permanently have the effects of these spells. If you are affected by a dispelling effect, the spells are only dispelled for a number of hours equal to the spell's level, after which the effect resumes normally. Each spell chosen consumes an attunement slot.

Destabilize[edit]

Starting at 9th level, you gain the ability to disrupt the flow and stability of particles around you. As an action, you may Destabilize an area 15 feet around you. Creatures of your choice within the field must pass a Constitution saving throw with DC equivalent to 10+Intelligence modifier+Wisdom modifier or be affected by the "Destabilized" condition for 1 minute, which causes all damage taken by them to increase by 25%, rounded up. Percentage increases are applied after damage dice are rolled.

Draconic Vigor[edit]

Starting at 10th level, you can harness the raw power of magical items by simply consuming them. By eating a magical item, you gain the effects of that magical item for 24 hours. By consuming 5 of the same magical item within a 30-day period, you permanently gain the effects of that item. Additionally, you roll two hit dice and add your Constitution modifier whenever you gain hit points. Apply this hit point increase retroactively as well for previous levels gained.

Shooting Stars[edit]

Starting at 10th level, you can transform your spells into orbital lights that circle around you. Whenever you cast a spell, instead of processing its effects as normal, you convert the spell into a small orb of energy that orbits you. The spell remains in this form until it is cast, or dispelled as a bonus action. As a bonus action, you can activate a spell stored by this feature, casting it as normal except for action timing.

Huge Size[edit]

Starting at 11th level, your size becomes Huge. You can carry, push, drag, or lift double the amount of a Large sized creature. Your orbital weapons scale in size with you, dealing two extra damage dice.

Attunement Mastery[edit]

At 11th level, you gain two additional attunement slots.

Satellite Projection[edit]

At 13th level, you gain additional powers with your orbital weapons. Whenever you make the attack action with your orbital weapons, you can instead project them outwards, conjuring a copy of that weapon that is launched at your target. As a result, orbital weapons you wield have a reach of 15 feet.

Celestial Supremacy[edit]

At 15th level, items attuned to you cannot be forcibly separated from you, and your orbital weapons deal an extra damage die.

Gargantuan Size[edit]

Starting at 17th level, your size becomes Gargantuan. You can carry, push, drag, or lift double the amount of a Huge sized creature. Your orbital weapons scale in size with you, dealing three extra damage dice.

Legendary Dragon[edit]

Starting at 18th level, you become a legendary creature of myth and folklore. You gain a single Legendary Action. You can take this Legendary Action only at the end of another creature’s turn. You regain your spent Legendary Action at the start of your turn. Your Legendary Action can be spent on any of the following:

Destabilize. You may use your Destabilize feature.
Orbital Assault. You may make a single attack with an orbital weapon.
Cantrip. You may cast a cantrip.

Master of All[edit]

Starting at 20th level, you have ascended into the final stages of your form. You gain 7 ability score points that you can distribute however you wish. You gain three additional attunement slots that can be used only for orbital weapons. Your size becomes Colossal. You can carry, push, drag, or lift double the amount of a Gargantuan sized creature. You gain a special spell slot called an Ascendant spell slot that may be used only to cast Ascendant spells. You learn the following Ascendant spells:

Orbital Strike

Casting time
1 action
Range
60-foot diameter circle
Components
V
Duration
Concentration

After conjuring for 6 seconds, you unleash a barrage of radiant bolts from above. Creatures in the circle must succeed on a Dexterity save equal to your spell save DC or suffer 6d8 radiant damage. If a creature starts its turn in the circle, it must repeat the save or suffer the damage. Each time a creature takes damage from this spell, it takes twice as much damage the next time it does.

Planetfall

Casting time
1 hour
Range
Anywhere on the current plane
Components
V, S
Duration
30 days

You summon a planetoid or moon above, and shatter it. Any time for the duration of the spell, you may send a chunk of the celestial object anywhere onto the current plane. To do so, you spend an action and a percentage of the destroyed planetoid. Percentages must be spent in intervals of 10%. Once you have spent 100% of the planetoid, the spell ends regardless of remaining duration. The chunk explodes at the target location, with an explosion radius of one mile per 10% spent. Additionally, non-legendary creatures with a challenge rating of less than a quarter of your level are destroyed instantly. All others suffer 100 radiant damage per 10% spent.

Levels Beyond[edit]

At regular experience intervals equal to the one between 19th level and 20th level (or at your DM’s given intervals) you may grow your Draconic power even further. Each time you gain a level beyond 20, gain additional hit points as if you gained a level, and choose one of the following benefits:

You learn any spell as an at-will spell at your DM’s discretion.
The amount of magic items it takes for you to permanently gain an effect from Draconic Vigor is reduced by 2, but not below 2.
You gain a feat or epic boon.
You gain an additional Ascendant spell slot.
Your orbital weapon attacks deal an additional die of damage.

Multiclassing[edit]

You cannot multiclass into the Dragon class.