A Series of Stars

by Illiana

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A SERIES OF STARS

Introduction

Hello Everybody! This compendium, "A Series of Stars," is the culmination of nearly 3 years of homebrewing and playtesting a set of stellar and cosmic creations. Over the course of your jaunt through the following 80+ pages, you'll explore an entire starscape of playtested, balanced, and diverse goodies for D&D 5e. These include 8 options for existing races along with 2 new base races, a subclass for for all existing classes (with the exception of Artificer), 36 magic items, 38 monsters, and the updated Astromancer class.

While all pieces of this compendium are valued and fun, the aforementioned Astromancer is a particular labor of love, comprising of an arcane full-caster class chassis, 7 subclasses, 15 unique spells, a This is Your Life, and 10 of those 36 magic items as class-specific items. We've had dozens of unique playtesters and hundreds of experiences from people playing this class for campaigns and one shots and we couldn't be more excited about all of the responses we've gotten and where the class has ended up.

Everything in the next few dozen pages helps to round out D&D 5e's somewhat sobering lack of cosmic themed content thus far. While Tasha's and now Spelljammer have helped to address the issue, we hope that this compendium will assist in rounding out this domain in a way you'll use and appreciate, too!


    Happy Starfaring! - DianaDM

Table of Contents

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Races

Many creatures have found themselves among the stars or have been otherwise influenced by the grandeur of the cosmos. The following options are just a few examples of beings who have been altered from their original races to a new one that is more astromagically-inclined, as well as a depiction of the Starborn and Xel'na, two wholly new race options.

For these beings, keep in mind that their original ability scores are suggestions that are meant to align with the race's aesthetic concepts, as well as to occasionally fill a missing combination of original ability scores for certain lineages. However, the following racial options work just as well and have demonstrated balanced play when replacing scores with the optional Customizing Character Options: Ability Score Increases rule from Tasha's Cauldron of Everything, with the DM's permission.



Comet Dwarf

Originally a series of outcast clans rejected by their homeworld kin for a dangerously unending curiosity, these dwarfs have traveled to the depths of space in search of a welcoming home. After finding unclaimed land upon the mineral-rich masses which hurtle through the cosmos, these descendants of previously castaway wanderers have recently begun to interact with their former worlds after centuries. They trade magical items and are led by magocratic clan kings who seek to expand their reputations and treasuries.



Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

    Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency withthe artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.



Comet

    Ability Score Increase. Your Intelligence score         increases by 1.

Unending Breath. Your nativity to the vacuum of space allows you to hold your breath indefinitely while you’re not incapacitated.

Meteoric Strike. When you damage a creature with an attack or a spell, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals half your level (rounded up).

Once you use this trait, you can't use it again until you finish a short or long rest.

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Cosmic Aasimar

As an aasimar with cosmic ancestry, you may trace your lineage to a celestial that serves a deity who rules over fate or heavenly bodies. Descendants of these beings are often noted for their gracefully ethereal beauty and ability to quickly win over new friends in their travels. They tend to be renowned for recounting strange and astounding stories, garnered from their predecessors' eons among the stars.

Aasimar Traits

Your aasimar character has the following racial traits.

Ability Score Increase. Your Charisma score increases   by 2.

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

Size. Aasimar have the same range of height and weight as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Languages. You can speak, read, and write Common and Celestial.

Cosmic

    Ability Score Increase. Your Dexterity score increases   by 1.

Scintillating Stardust. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, giving your eyes a kaleidoscopic glint and emitting a shroud of shining stardust in the area around you.
      Your transformation lasts for 1 minute or until you end it as a bonus action. The instant you transform, creatures of your choice within 20 feet of you that can see you must each succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become charmed by you until the end of your next turn. While charmed by this trait the creature has a speed of 0. The effect ends for an affected creature if it takes any damage.
      In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

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Farsoul Dragonborn

Farsoul dragonborn are those formed from the influence of astral, moon, radiant, sun, or void dragons, all of which make their homes in the cosmic domain of their namesake. These dragonborn often possess some physical quality, such as eyes that burn with sun fire, scales that emulates stars, or claws embedded with lunar rock which represents their ancestry.

Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment. Dragonborn tend towards extremes, picking a side in the cosmic struggle, whilst most are good, those who choose evil can be great villains.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. Dragonborn can speak, read, and write Common and one other language of your choice.

Farsoul

    Farsoul Ancestry. You have a magical affinity connected to a farsoul dragon ancestor, choose which dragon you are connected to from the table below. This also determines the damage type for your other traits:

Dragon Damage Type
Astral Psychic
Moon Cold
Radiant Radiant
Sun Fire
Void Force

Breath Weapon. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of destructive magical energy in a 30 ft. line that is 5 ft. wide. Every creature in this area must make a Dexterity saving throw, the DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save a creature takes 1d10 damage of the type associated with your Farsoul Ancestry or half as much damage on successful save.

The damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. You can use this ability a number of times equal to your proficiency bonus per long rest.

Draconic Resistance. You have resistance to the damage type associated with your Farsoul Ancestry.

Farsoul Aura. Starting at 5th level, you can use your action to create a 10-foot radius aura that is centered on you for 1 minute. Each non-hostile creature in the aura has resistance to the damage type associated with your Farsoul Ancestry.

Once you use this trait, you can't use it again until you finish a long rest.

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Light Gnome

A formerly reclusive collection of smallfolk, communities of these star-touched gnomes have been found increasingly emerging across the world. Generations of intense worship for the sun and constellations from their hidden mountaintop villages has altered these gnomes from their lower dwelling brethren, gifting them with expansive minds and an affinity for luminous tricks; both of which prove useful in the new lands they now explore.


Gnome Traits

Your gnome character has certain characteristics in common with all other gnomes.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.


Light

    Ability Score Increase. Your Wisdom score increases     by 1.

Stellar Sight. You have advantage on Intelligence (Investigation) and Wisdom (Perception) ability checks that you make to determine if something is a visual illusion.

Light Step. As a bonus action, you can teleport up to 20 feet from your position to an unoccupied space you can see.

Once you use this trait, you can't use it again until you finish a short or long rest.

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Moon Genasi

While many genasi result from an ancestral genie in their bloodline, there are also those that are born from surges of elemental energy. Though not often thought of as a primal elemental form, the rock and light of the moon hold great power that can change the very nature of creatures that are exposed to them for long periods of time.

Moon genasi are relatively rare beings, coming from lands that are blessed by lunar deities, have somehow come to possess a remarkable amount of moon-sourced meteorites, or that have been affected in some way by lunar fey magic. The genasi that arise from these influences are notable as possessing pale or ashen hair and eyes, innate magical talent, and often carefully manicured or composed demeanors.

Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Ability Score Increase. Your Constitution score increases by 2.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Moon

    Ability Score Increase. Your Charisma score increases   by 1.

Superior Darkvision. Accustomed to pale lunar light, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Lightened Gravity. Your base walking speed increases     to 35 feet.

Memory of the Moon. You know the dancing lights cantrip. When you reach 3rd level, you can cast the jump spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the moonbeam spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

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Starborn

"I'm going to be sick, Avaalor," sighed Merrit, cautiously stepping through the dark gate while waving away a strand of errant stardust from her shoulder. "I still can't handle the difference between each world when we go so quickly, no matter how much Elder Vau'lez says we should appreciate the variety. It's only been a few days since we visited Elysium, and this place doesn't exactly compare."

Her companion looked up in response, squinting as newly acrid and poisonous-smelling air stings his eyes. "I know, my starlight, I know." he mumbled, quietly. "It has been rather rough travel lately, hasn't it? I'm not sure why we've needed to move with such haste these last weeks, but I'm sure the elders have their reasons. Do you want me to speak to one of the portalkeepers for you?"

"Oh, no, don't bother them on my account. I'm only complaining," answered Merrit, her senses adjusting to a dark gray sky and menagerie of rancid oozes emanating from the ground. "I was just looking forward to finally selling off the jewels I found for that demigod in Arborea, not taking a jaunt into the Abyss to gaze at viper trees and vrocks."





The starborn are a people of travel and exploration, produced from generations of exposure to cosmic and planar energies. Believed to be the descendants from a collection of human, elven, and genasi prisoners who broke free from their bonds within the Astral Plane long ago, this society is now a community of nomads who seek to cultivate balance and peace through the course of their long-lasting travels.

Cosmically Imbued

The starborn are a somewhat physically imposing people, commonly standing taller than 6 feet, but less dense than would be expected for creatures of their dimensions. They largely resemble humans with fine features for most of their lives, though often with airy mantles of stardust surrounding them, widely varying in substance and size.

These beings have become intrinsically magical over hundreds of years, resulting from their exposure to the Astral Plane and frequent cosmic jaunts. In late maturity, starborn become less capable of keeping the magical energy they embody contained within their forms, their hair turning to a floating pale gossamer and their bodies emitting a heavier shroud of hovering dust and spectral starlight.

Ever Seeking, Ever Lasting

Starborn society places a high value on exploration and ensuring that their ancestors' legacy is eternally honored. Elders within starborn communities teach that their ancestors live on in spiritual forms in order to protect future generations, but only as long as their scions continue to view new lands, meet unfamiliar people, and gather fresh perspectives.

Core to this ancient belief, starborn consider that the greater the distance they explore makes their travels more valuable to their ancestors. Attempting to honor this practice, these people have committed their culture to a nomadic society; one focused on an ever-shifting diaspora across the worlds and planes.

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Traders and Travelers

As experienced nomads who have been honing their way of life over many generations, the starborn have come to realize that their penchant for inter-planar travel opens up the possibility of being a valued set of merchants for many worlds and people. Though starborn trade caravans still maintain the value of gathering different experiences from new lands and societies, they tend to find their way back to a world they have visited before if they come upon an item they know will receive bountiful pay.

We Are All Stardust

The starborn are renowned by those they interact with as a highly welcoming community, seemingly open to as many perspectives and ways of thought as exist across the planes. The starborn do not simply desire to get along with others in order to foster their mercantile habits, but also to slowly build common ground between each world; learning how others live life and then disseminating this knowledge throughout their travels. This practice is based on a cultural tenet which claims that, on a basic level, all people and beings are made of the same eternal elements and should seek to understand each other.

Under this view of universal commonality, many starborn tend to hold the hope that differences between people can be solved through mutual acknowledgement. More than one fable exists across the multiverse about brief visits from a traveling people who resolve disputes between tense or warring lands, but are never to be seen again.

Starborn Traits

Your starborn character has qualities that reflect the determined and mystical nature of your people.

Ability Score Increase. Your Constitution, Wisdom, and Charisma scores each increase by 1.

Age. Starborn mature at the same rate humans do and reach adulthood around the age of 20. They persist much longer than humans, however, often living beyond 150 years.

Alignment. Starborn culture rarely results in the development of an evil personality, much more often fostering a good or neutral disposition.

Size. Starborn are slightly taller and lighter than humans, often standing between 6 and 7 feet tall and weighing about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Superior Darkvision. As one with stellar eyes, you can see even in darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Bodies of Stardust. When you finish a long rest you can choose one damage type, other than bludgeoning, piercing, or slashing damage. You gain resistance to that damage type until you choose a different one with this trait. Damage from magical weapons weapons ignores this resistance.

Starry Steps. You know the light cantrip. When you reach 5th level, you can cast the blink spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and one extra language of your choice.

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Starheart Halfling

Closest in disposition to their lightfoot cousins, starheart halflings tend to abhor the violence which saturates the world around them, much preferring the joy found in a cup of tea or pint of ale with friends. Seeking answers to bring peace to those in need, these goodfolk look to even the most distant stellar sources for inspiration and guidance. Blessed with celestial favor, these halflings walk the land with the protection of the stars themselves.

Halfling Traits

Your halfling character has a number of traits in common with all other halflings.

Ability Score Increase. Your Dexterity score increases    by 2.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Starheart

    Ability Score Increase. Your Wisdom score increases     by 1.

Guiding Light. You know the dancing lights cantrip. Wisdom is your spellcasting modifier for it. Whenever you cast dancing lights and combine the four lights into a vaguely humanoid form, you can choose for the form to point toward true north, providing you with directional knowledge.

Glimmerborn. Starting at 3rd level, when you are attacked by a creature within 30 ft. of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare around the attacker before it hits or misses. An attacker that can't be blinded is immune to this trait.

Once you use this trait, you can't use it again until you finish a short or long rest.

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Twilight Tiefling

A naturally oracular and prestigious legacy of devilish heritage, these are tieflings which are born under the mysterious gloom of twilight or portentous constellations of the night. Through some machination of fate, the luminous essence of cosmic power is bound to these tieflings, allowing them an opportunity at a fulfilling future.

The sway of these pseudo-celestial influences alters the infernal legacy that tieflings typically draw their power from, imbuing them with a penchant for guiding themselves and their allies toward favorable destinies. Twilight tieflings have a greater tendency toward a good-aligned disposition than their other tiefling cousins, often as a result of their inherent power allowing them greater acceptance by those around them.

Tiefling Traits

Tieflings share certain racial traits as a result of their infernal descent.

Ability Score Increase. Your Charisma score increases   by 2.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Alignment. Tieflings might not have an innate tendency toward evil, twilight tieflings least of all, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.






































Size. Tieflings are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance. You have resistance to fire damage.

Languages. You can speak, read, and write Common and Infernal.

Twilight

    Ability Score Increase. Your Wisdom score increases      by 1.

Legacy of Twilight. You know the guidance cantrip. When you reach 3rd level, you can cast the bless spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the enhance ability spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Additional Language. You can speak, read, and write Celestial.

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Void Elf

Transformed in an ancient ritual by the touch of an entity residing in the great dark, these elves and their progeny have been irreparably changed in both body and mind.

Many other elves reject these beings as a corrupted branch of elvish lineage, one subject to odd tendencies and a pernicious lust for power. While these traits may indeed be present for some void elfs, others seek to use the dark power given to them in an attempt to either do good or further the pursuit of knowledge, perhaps in an attempt to return to the elven fold. These beings are recognizable by their widely varying shades violet skin, hair, and eyes, as well as an occasional gift from the void; a small vestigial tentacle or two.

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase. Your Dexterity score increases     by 2.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.


    Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among Other Races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Void

    Ability Score Increase. Your Intelligence score increases by 1.

Certainty of Space. You have advantage on saving throws against spells and other effects that magically move you from your space against your will.

Whispering Dark. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

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Xel'na

"Annihilate. Exterminate. Extinguish. Consume. These inclinations... no, that's not right, these commands keep coming. I know not what gives them, but I know that I cannot escape them any longer. The words were quiet at first, nearly a hushed whisper causing me to turn my head to see if I was alone. Now, they ring as a mid-day bell in my mind, a tolling reminder that I cannot run from my own thoughts... no, still not quite right. Our own thoughts.

In retrospect, I should have never taken that job to lead an excursion into the ruins. Those rumors about why the city fell must have survived for a few thousand years for a good reason. What lurked there in the deepest dark and beyond, what crept under my skin and inside my mind while I rested, what now lurks in me? This... parasite... this wonderful, glorious, exquisite being. It has a grasp on me now, both body and soul. I am it and it is me. I know the horrific things it desires and I know I cannot resist any longer. We are this body, We are this mind, We are void, and We. Will. Consume."

- Duncan Hillsbreak, written upon a small scrap of paper found on his distorted body titled, "Clarity. Help."





Hybrid beings that stem from a natural race and a touch of corruption from the void, xel'na are often viewed as mockeries of creation. They are largely changed from their original race or who they were, yet might still maintain some of their former self and composure. These beings face contentious lives and are embattled with their own selves, either giving in to the bizarre and destructive impulses they receive from the great dark, or occasionally fighting against these urges, though with great difficulty.

Shaped by the Void

Xel'na are creatures that originate from many races, places, and creeds, yet all share a single terrifying attribute; corruption by the great and terrible void beyond all things. The void, which seeks to undo creation in its entirety and return all matter and energy to desolate nothingness, has a distorting effect on life. It twists it into warped facsimiles of existence that it can attempt to manipulate further.

Contact with the void can happen through a variety of circumstances. Individuals may be tempted to broker pacts with its harbingers and be altered evermore from their accords, rifts in reality might appear and doom individuals that meander too closely to them, or perhaps even an infectious and parasitic plague might spawn and change the beings who are afflicted by it. Regardless of how one has been contaminated by the void, all are near-irreparably altered by this aberrant and all-consuming force.

Varying Corruption

How a creature changes as a result of their contact with the void can vary widely. Some individuals manifest changes that affect their minds, granting them a measure of psionic abilities, while others might have a bodily infestation, acting as a host to a creature or creatures of uncreation which shape their physical form into something greater than typical mortality could provide. However, the type of alteration that an individual undergoes is largely irrelevant to how it acts, as most afflicted beings will be subtly or overtly manipulated by the dark beyond, inclining a xel'na to commit acts in service of the void's unquenchable desire for obliteration.

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Life as Xel'na

How a xel'na lives their day-to-day life is diverse, largely depending on their own disposition and the extent of the void's taint. Some xel'na are able to pass as a typical member of their natural race, yet many others have been physically or mentally influenced so heavily that they can no longer maintain a normal visage and thus live on the fringes of society. Consumed xel'na tend to face more discrimination from others as a result of their bodily changes, but the mental effects that the voidmind undergo may also make living alongside large crowds of people uncomfortable, as well.

Xel'na Traits

Your xel'na character has qualities that reflect the corrupted, yet powerful, nature of beings like you.

Ability Score Increase. Your Constitution score increases by 2.

Age. How long xel'na can live is difficult to determine, as each creature's corruption differs, yet best estimates of a maximum lifespan are beyond 200 years.

Alignment. The void is often unpredictable, yet the xel'na corrupted by it tend to present characteristics associated with an evil alignment, but can certainly be aligned differently if they fight against the void's influence.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. As a being touched by the great dark beyond, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Consuming Void. You know the consuming void cantrip. Constitution is your spellcasting modifier for this spell.

Languages. You can speak, read, and write Common and one extra language of your choice.

Subrace

Choose one of the subraces below.

Consumed

    Ability Score Increase. Your Dexterity score increases   by 1.

Parasitic Carapace. Your body has melded with a being from the void, granting you the following benefits:

  • You don't need to breathe.
  • You are immune to disease.
  • Your base AC is 13 + your Dexterity modifier.
  • Your darkvision has a range of 120 feet, instead of 60.

Void Claws. Your unarmed strikes are finesse weapons and deal 1d4 slashing damage on a hit. The damage die for your unarmed strikes changes as you gain levels, increasing to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.




Voidmind

    Ability Score Increase. Your Charisma score increases   by 1.

Psychic Resistance. You have resistance to psychic damage.

Psionic Spells. When you reach 3rd level, you can cast the cause fear spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the mind spike spell once with this trait and regain the ability to do so when you finish a long rest. You do not need verbal or somatic components for these spells. Constitution is your spellcasting ability for these spells.

Whispering Dark. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

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                                          Subclasses


Barbarian:                                        Path of of the Moon-Touched

Though perhaps not as renowned as were-creatures for being entities altered by lunar forces, moon-touched are known as ferocious berserkers whose minds have been addled under the unyielding, yet pale and entrancing light of the moon.

Moon-touched develop their affliction in varied ways, such as undergoing barbaric lunar rituals or becoming cursed by fey powers. These lunacy-driven warriors are often pushed into rages that involve unpredictably violent bouts; wildly swinging their weapons at nearby targets and unable to tell friend from foe.

Lunar Delirium

At 3rd level, the violent frenzy you invoke while raging overwhelms other maddening conditions affecting your mind. While raging, you gain the following effects:

  • You have resistance to psychic damage.
  • You are immune to new madness effects and any madness effect affecting you is suspended.
  • When you take the Attack action and score a critical hit on an attack roll with a melee weapon, you can use a bonus action to make a melee weapon attack with advantage against a randomly determined creature within your reach. You also gain temporary hit points equal to your proficiency bonus + your Constitution modifier (minimum of 1), which last until your rage ends.

Lesser Gravity

At 6th level, your speed increases by an additional 10 feet while you are not wearing heavy armor.

In addition, when you make a high jump or standing high jump, the distance you can travel increases by an amount equal to your Strength modifier.

Waning Sanity

Starting at 10th level, your addled and ferocious psyche spreads to others around you. As part of the bonus action you take to enter your rage, you can cause a willing creature within 30 feet of you to gain the effects of your Lunar Delirium feature, which lasts until your rage ends.

Alternatively as part of the bonus action you take to enter your rage, you can force a creature within 30 feet of you to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or be inflicted with brief lunacy, which lasts until your rage ends. You can use your reaction against a target that fails this saving throw when it makes an attack to force it to reroll the attack roll against a randomly determined creature within its range.

Waxing Relentlessness

At 14th level, when you drop to 0 hit points and use your Relentless Rage feature for the first time after finishing a long rest, you automatically drop to 1 hit point without needing to make a saving throw. The DC will start at 10 for the next saving throw you make for Relentless Rage.

You also gain a number of temporary hit points equal to your level whenever you benefit from this feature or succeed the on saving throw from your Relentless Rage feature.

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Bard: College of Gravitas

Bards belonging to the college of gravitas have great mastery in conveying intensity, majesty, and dignity through their performances. They sway audiences with their melodies, movements, and intonation, causing onlookers to become susceptible to their words and gravitational magic.

These bards, though often solemn in nature as their craft demands, work well with any companions they accrue. They use their allies' positions around them to act as spatial conduits for their spells, while simultaneously disabling or propelling nearby foes around them.


Expansive Chorus

Starting at 3rd level, you can cast a bard spell from the space of a creature that possesses one of your Bardic Inspiration dice. If a creature uses their Bardic Inspiration die, you can still cast a bard spell from their space until the end of your next turn. The creature must be within 60 feet of you and you must be able see the creature. You must otherwise obey all requirements for the spell, such as being able to see the spell's target or point of origin, in order to cast it.


Dignified Bearing

Also at 3rd level, you can weave a supernatural level of ceremony into what you say. If you speak to a creature that can understand you for at least 1 minute, the target must succeed on a Wisdom saving throw against your bard spell save DC or become susceptible to the gravity of your words, giving you advantage on Charisma (Persuasion) or Charisma (Intimidation) checks you make directed at the creature for up to 10 minutes.

Once you use this feature you can't use it again until you finish your next short or long rest.


Center of Attraction

At 6th level, your skill in manipulating the direction of performances has been amplified by your arcane prowess. You can use a reaction when a creature starts its turn within 30 feet of you or an ally that possesses one of your Bardic Inspiration dice within 60 feet of you to shift gravity, forcing the creature to make a Strength saving throw against your bard spell save DC or move up to 30 feet either toward or away (your choice) from yourself or your ally in a straight line.

You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain any expended uses when you finish a long rest.


Solemnity

Upon reaching 14th level, you can use your mastery of dramatic performance to cause creatures to stand in awe at your grandeur. As a bonus action, you can expend a use of your Bardic Inspiration to don an aura of magisterial power for 1 minute. As part of this bonus action and as a bonus action while this effect is active, you can force a creature within 60 feet of you to make a Wisdom saving throw against your bard spell save DC or have its speed become 0 and be unable to attack until the end of its next turn.

Once you use this feature, you can't use it again until you finish your next short or long rest.

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Cleric: Void Domain

The void; an abstract of the space between matter, which simultaneously exists both within and outside the known multiverse. Creatures which reside in the great dark or have paradoxically spawned from this nothingness tend to hold immense power, embodying the ever-encompassing nature of the emptiness beyond all things. While these beings, such as Hadar or Yog-Sothoth, tend not to be deities in the modern interpretation, they have found that the worship they receive from lesser beings adds to their influence and grant quasi-divine magic to those who offer faith.

Void Domain Spells
Cleric Level Spells
1st arms of hadar, cause fear
3rd darkness, nystul's magic aura
5th dispel magic, pulse wave
7th dimension door, entropy
9th planar binding, telekinesis

Dark Certitude

At 1st level, you can't be moved from your space by magic, unless you want to be. You can spend 1 minute to share this effect with a creature of your choice within 10 feet of you for 8 hours. Once you share this effect, you can't do so again until you finish a long rest.

Embrace of the Beyond

Also at 1st level, you can use your reaction when a creature ends its turn within 5 feet of you or an allied creature within 60 feet of you, forcing it to make a Strength saving throw against your cleric spell save DC. If it fails, its speed becomes 0 until the end of its next turn as tenebrous tendrils grasp it.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Null Space

Starting at 2nd level, you can use your Channel Divinity to create a field of magical incomprehensibility.

As an action, you present your holy symbol and a sphere of alien energy emanates from your space. This sphere has a 40-foot radius and lasts for 1 minute. A creature in this area that attempts to cast a spell must make a Wisdom saving throw against your cleric spell save DC or lose the spell.

Class features, such as spell slots, are not expended from failing this saving throw, but the action, bonus action, or reaction used for the spell is lost. You can choose creatures within 60 feet of you that you can see that are immune to this feature as part of the action you take to create this effect.

Malleable Positionality

At 6th level, you can use your action to target two creatures of your choice within 60 feet of you and immediately teleport each one to the space that the other occupies. An unwilling creature must make a Wisdom saving throw against your cleric spell save DC to resist this effect. If a target succeeds this saving throw, the effect fails for both creatures.

Once you use this feature, you can't use it again until you finish a short or long rest.


















































Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Voidbringer

Upon reaching 17th level, your worship grants you the ultimate favor which a great being of the void will impart upon a mortal:

  • When you finish a long rest, you choose between force damage, necrotic damage, or psychic damage. You gain resistance to that damage type until you choose a different one with this feature.
  • A creature affected by your Embrace of the Beyond feature has disadvantage on Intelligence, Wisdom, and Charisma saving throws against your cleric features and spells, as the grasping tendrils that you summon distract and slow their mind.
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Druid: Circle of Entropy

Druids belonging to the circle of entropy are those who understand that chaos is an intricately essential force of creation and that the world's eventual demise is a part of its natural course. While the disorder that these druids wield is inherently tumultuous, they attempt to manipulate it in an effort to bring their vision of balance to the land around them.

Natural Disorder

Starting at 2nd level, your attunement to the unpredictability of the universe causes chaotic energy to surge around you. When you use your Wild Shape feature, you can choose to roll on the Natural Disorder table.

Natural Disorder
d20 Effect
1-2 The CR of this Wild Shape transformation is limited to a maximum of CR 1/4.
3 Your size decreases by one size category for this Wild Shape transformation.
4 You cannot gain temporary hit points or regain hit points until the end of your next turn.
5 The next successful melee attack you make within 1 minute forces the target to make a Constitution saving throw against your druid spell save DC or be blinded until the end of its next turn.
6 You cast darkness centered on yourself, which does not require concentration and lasts for its full duration, unless you end it as an action.
7 You make no noise for 1 minute.
8 Your Wild Shape creatures have starry skin and black and purple hues until you finish a long rest.
9 Roll a d20. On a roll of 1-10, your speed decreases by 10 feet for 1 hour in both your Wild Shape transformation and your own form. On a roll of 11-20, it increases by 10 feet for this duration, instead.
10 You regain your lowest-level expended spell slot, up to a maximum of a 5th level spell slot.
11 Plants within 20 feet of you immediately decay.
12 A creature that you hit with an attack while in this Wild Shape subtracts a 1d4 from the next saving throw it makes before the end of your next turn.
13 You can cast cantrips while in this Wild Shape and can perform their verbal and somatic components.
14 Black vines burst from the ground, forcing a creature of your choice within 60 feet of you to make a Strength saving throw against your druid spell save DC or be restrained until the end of your next turn.
15 You cast vortex warp on a randomly determined creature within range.
16 You shout at random intervals for the next hour.
17 You cast chaos bolt.
18 You teleport up to 20 feet to an unoccupied space of your choice that you can see.
19-20 The CR of this Wild Shape transformation is increased by one Max CR as indicated on the Beast Shapes table. If you are level 8 or above, the CR of this Wild Shape transformation is CR 2.





Chaotic Nature

Also at 2nd level, your understanding of the wild forces of the cosmos allows you to tap into other forms of untamed magic. When you prepare spells using your druid Spellcasting feature, you can prepare a number of additional spells equal to your proficiency bonus from the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a druid spell for you.

Decaying Cosmos

At 6th level, your abilities inflict a debilitating sense of finality upon your enemies. When a creature fails a saving throw against a spell that you cast or you make an attack against a creature and score a critical hit on the attack roll, the target can only regain hit points equal to half the amount they normally would from spells and other magical effects until the start of your next turn.

Disgregation

At 10th level, you can harness the chaotic energy held within your body and force it to briefly dissipate and reform. As a bonus action, you can teleport up to 20 feet to an unoccupied space that you can see. When you use this feature, you also gain temporary hit points equal to your half your druid level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you finish a long rest.

Inevitable Equilibrium

Upon reaching 14th level, you hone your ability to wield entropic disarray in more precise ways. When you roll on the Natural Disorder table, you can choose to roll twice and use both rolls or to use your choice of either roll.

Once you use this feature, you can't do so again until you finish a short or long rest.

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Fighter: Rift Knight

Certain beings have always been susceptible to sensing or exploiting the power that exudes from cracks between or beyond the planes. Some creatures decide to take advantage of this innate prowess, bringing the dimensional and gravitational skills they employ to bear upon the battlefield.

Understanding that an opponent's distance and movement are often the greatest disadvantages that many warriors face, Rift Knights train to teleport across short ranges and control how well a foe can maneuver. This is accomplished to great effect, as these fighters are respected across the multiverse for their unique martial skill.

Rift Steps

Starting at 3rd level, you can use a bonus action to immediately teleport up to a number of feet equal to your speed to an unoccupied space that you can see. If you move 0 feet from the space you teleport to by the end of your turn, you can teleport back to the space you originated from (no action required). You also deal an additional 1d6 force damage on the first successful attack you make against a creature until the end of your turn after using this effect.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses of this feature when you finish a short or long rest.

Ablative Inertia

Also at 3rd level, each hostile creature that starts its turn within 10 feet of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or have their speed reduced by 10 feet until the end of their turn. If at least one creature fails this saving throw, your speed is increased by 10 feet until the end of your next turn.










Sever Potential

At 7th level, a creature that fails the saving throw against your Ablative Inertia feature has disadvantage on the first attack roll they make until the end of their turn.

Warp Pulse

Beginning at 10th level, you can create a minor gravitational disturbance in the area around you. You can use an action to force each creature within 10 feet of you to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or be moved up to 10 feet toward or away from you (your choice) and fall prone.

You can use this feature once, after which you can't use it again until you finish a short or long rest.

Rift Strikes

At 15th level, you deal an additional 1d6 force damage on the first successful attack you make against a creature after using your Rift Steps feature until the end of your turn.

Further Beyond

Upon reaching 18th level, you can use an action to become an embodiment of cosmic force for 1 minute, strengthening many of the features from this subclass. While in this form, you can teleport up to double your speed with your Rift Steps feature, failing the saving throw from your Ablative Inertia feature slows a creature by up to 20 feet, while also giving you up to 20 feet of speed, and your Sever Potential feature causes a creature that fails the saving throw against your Ablative Inertia feature to also only roll the damage dice once if they score a critical hit until the end of their turn.

You can use this feature once, after which you can't use it again until you finish a long rest.

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Monk: Way of the Lunar Soul

As fluid as the changing moon and the tides which it controls, monks of this monastic tradition excel at gracefully and meticulously meandering through the battlefield. They deliver dangerous strikes from the shadows, skillfully dart away from risk, and wield lunar light to attack or defend, depending on the immediate demands of their sparring or skirmishes. These monks prize their bodily and mental flexibility above all else, as it allows them to make decisive actions and ward against harm.

Phasing Stances

Starting at 3rd level, your monastic tradition teaches you to quickly shift your attacks and tactics in combat by taking different stances that embody the lunar phases. At the start of each of your turns while in combat you move from one stance to the next in the following order; New Moon, Quarter Moon, Full Moon, Quarter Moon, and back to New Moon, repeating the cycle. You gain the effects associated with each phase while in its stance, detailed below:

  • New Moon. At the end of your turn, you, along with anything you are wearing or carrying, are invisible until you attack, cast a spell, or until the end of your next turn.
  • Quarter Moon. Once per turn, you can teleport up to 10 feet to a currently unoccupied space that you can see immediately after hit you a creature with an attack.
  • Full Moon. You shed bright light in a 5-foot radius and dim light for an additional 5 feet. When you make an unarmed strike, you can project the attack as moonbeams, making a ranged weapon attack at a range of up to 30 feet and changing the damage type of the attack to radiant. Starting when you hit 5th level in this class, you can use your Stunning Strikes feature with these ranged attacks.




































Crescent Kick

At 6th level, when you attack a creature within 5 feet of you with an unarmed strike and deal damage, you can expend 1 ki point to deal damage equal to the damage dealt to a different creature of your choice within 5 feet of you.

Effulgent Ward

At 11th level, you can create a shield of pale moonlight that absorbs incoming magical damage. As a reaction when you are hit by a spell attack or make a saving throw against a damaging spell, you can spend 1 ki point to absorb up to 2d6 damage from the attack or spell.

You can increase the amount of damage the shield absorbs by spending ki points. Each additional point you spend, up to a maximum of 3, increases the amount absorbed by 1d6.

Eclipsing Stances

Upon reaching 17th level, your skill to smoothly weave your way through lunar stances has reached its apex. At the start of your turn, you can spend 3 ki points to gain the effects of any stance from your Phasing Stances feature you are not currently in. You also now gain additional effects for each stance, detailed below:

  • New Moon. You no longer lose the invisibility you gain from this phase when you attack or cast a spell.
  • Quarter Moon. The range at which you can teleport with the effect from this phase increases to 30 feet.
  • Full Moon. When you hit a creature with an unarmed strike in this phase, the creature also sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Additionally, you score a critical hit on a roll of 19 or 20 when making a ranged weapon attack with your unarmed strikes in this phase.
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Paladin: Oath of the Night

The Oath of the Night calls to paladins that walk amongst the dark, either to alleviate or exacerbate the mysterious dangers that reside under the tenebrous sky. A paladin's purpose in this regard depends on their deity's domain and disposition, as many gods represent various aspects of the night.

Deities of moons and stars rely on these paladins, often known as shade knights, moon wardens, or dusk guards, to act in their stead to purge the land of nocturnal terrors. Other gods, such as deities that rule over darkness, shadows, or death, may charge these paladins to spread their ruinous doctrine and enact terror, themselves.

Tenets of the Night

Paladins that follow the Oath of the Night are varied, yet all who observe this path adhere to these tenets.

Attentiveness. Beings of the night are often masked by its gloom. Be ever vigilant to notice these dangers.

Fidelity. Faith is the only force that can grant you the power to consistently face the tribulations of the dark.

Resolution. Hone your mind and blade to endure any challenges you confront.

Subtlety. Adapt to the dark environment around you and stalk your targets with furtive guile.






Oath Spells

You gain spells at the paladin levels listed.

Paladin Level Spells
3rd bane, cause fear
5th darkness, pass without trace
9th bestow curse, nondetection
13th entropy, shadow of moil
17th mislead, wall of dusk

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Dread Stalker. You can use your Channel Divinity to become a deadly force in darkness. As an action, you gain vision that allows you to see normally in darkness, both magical and nonmagical, to a distance of 60 feet for 1 minute. Additionally while this effect is active, if you damage a creature with an attack while in an area of dim light or darkness, you can add an amount of damage equal to half your proficiency bonus (rounded up).

Light Amidst the Darkness. You can use your Channel Divinity to ward against forthcoming magical harm. As an action, you can create a number of spectral motes equal to your Charisma modifier (minimum of 1) around you for up to 10 minutes. Whenever you or a creature within 10 feet of you makes a saving throw against a spell or other magical effect that you can see, you can use a reaction to expend one of these motes and add a 1d4 to the saving throw, which increases to 2d4 at 15th level.

Aura of Night

At 7th level, you are able to wrap yourself and your allies within twilight gloom. Wisdom (Perception) checks made to see you or friendly creatures within 10 feet of you are made with disadvantage.

At 18th level, the range of this aura increases to 30 feet.

Shadowy Reproach

Starting at 15th level, your attunement to the deep dark and shadow of night inspires fear among those who would dare to hinder you. Whenever a creature attempts to grapple or incapacitate you they must make a Wisdom saving throw against your paladin spell save DC or become frightened of you for up to 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Nocturnal Exemplar

Upon reaching 20th level, as a bonus action, you become a living symbol of the night, gaining the following benefits for 1 minute:

  • You can't be frightened and magic can't put you to sleep.
  • You gain truesight out to a range of 60 feet.
  • You can use a bonus action to teleport up to 60 feet from your space to an unoccupied space you can see that is in dim light or darkness.

Once you use this feature, you can't use it again until you finish a long rest.

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Ranger: Sun Striker

Unlike many of their ranger peers who deign to skulk among the shadows or shady boughs, those that reside in the Sun Striker conclave seek to audaciously purge their foes with the ferocious power of the sun. Emulating the great and powerful solars who wield devastating strength alongside powerful celestial magic and weapons, these hunters smite their enemies while coordinating well with any potential allies. These beings thrive in any environment, bringing the radiant light of day to bear upon any hostile creatures which wish to do harm to the world.


Sun Striker Magic

At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sun Striker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.


Sun Striker Spells
Ranger Level Spells
3rd faerie fire
5th flaming sphere
9th daylight
13th fire shield
17th wall of light






Radiant Font

At 3rd level, you possess a cache of brilliant energy within yourself. This is represented by your Solar Might dice, which are each a d6. You have a number of these dice equal to your proficiency bonus + your Wisdom modifier (minimum of 1), and are used in various ways, which are detailed below:

  • Lightbringer. You can expend 1 of your Solar Might dice and cast one of the following cantrips: dancing lights, light, or sacred flame.
  • Touch of the Dawn. When a creature within 60 feet of you regains hit points from a spell, you can use your reaction to expend 1 of your Solar Might dice, rolling it and adding an amount of hit points equal to the number rolled + your Wisdom modifier (minimum of 1) to the hit points that the creature regains.
  • Striking Zenith. Once on each of your turns, immediately after you hit a creature with a melee or ranged weapon attack, you can expend 1 of your Solar Might dice, rolling it and dealing fire or radiant damage (your choice) to the target equal to the number rolled.

You regain all your expended Solar Might dice when you finish a long rest.



Illumination

Starting at 7th level, your alignment with the relentless ferocity of the sun allows you to regain up to half your Solar Might dice (rounded up) when you finish a short rest.

Once you regain Solar Might dice in this way, you can't do so again until you finish a long rest.

Solar Mastery

At 11th level, you gain additional ways in which you can use your Solar Might dice, detailed below:

  • Solar Rays. Once on each of your turns, when you take the Attack action, you can expend up to 2 Solar Might dice, making a number of additional attacks equal to the number of Solar Might dice you expend. These attacks deal fire or radiant damage (your choice), instead of the damage type they normally would.
  • Sun Spot. Once on each of your turns, immediately after you hit a target within 30 feet of you with a melee or ranged weapon attack, you can expend 1 of your Solar Might dice, forcing the target to make a Constitution saving throw against your ranger spell save DC or become blinded until the start of your next turn.

Brilliant Weaponry

Upon reaching 15th level, all weapons that you wield are considered magical, you create ammo when attacking with a ranged weapon, and your weapons are a spellcasting focus for your ranger spells. You can also use a bonus action to cause your weapons to shed bright light in a 5-foot radius and dim light for an additional 10 feet until you use this feature again or the weapon is more than 5 feet away from you.

Additionally, you no longer expend your Solar Might dice to use Striking Zenith from your Radiant Font feature.

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Rogue: Dustwalker

Either by floating among the gossamer strands of the Astral Sea for extended periods or by some other arcane accident, rare individuals can learn to harness the soft, yet powerful essence of stardust. Some having skill in this regard choose to hone their abilities to engage in deceptive and roguish purpose. By wielding the light and dust of stars, Dustwalkers both exploit the space around them and distract foes, allowing them to excel in whatever endeavours they face.

Astral Steps

Starting at 3rd level when you choose this archetype, you learn to manipulate the scintillatingly magical nature of stardust in order to shift your position in advantageous ways. As a bonus action, you can create a Tiny beacon of intangible and spectral stardust that lasts for up to 1 hour that only you can carry or place. As part of this bonus action or as a subsequent bonus action before the beacon disappears, you can place the beacon in an unoccupied space of your choice within 5 feet of you.

As part of an action or bonus action you take to Dash, you are able to teleport up to 60 feet from your position to the space that a beacon was placed. If the beacon's space is occupied when you try to teleport, this effect fails and nothing happens. Once you teleport to a beacon, it disappears.

You can create a number of beacons equal to your proficiency bonus + your Intelligence modifier (minimum of 1) and regain all expended uses when you finish a long rest.

Asterism

Also at 3rd level, you can detect the presence of nearby stardust. As an action, you can subtly sprinkle a pinch of stardust on a creature or object of your choice within 5 feet of you that remains on this creature or object for a number of hours equal to your proficiency bonus. You can sense the distance and direction of this creature or object, as long as they are within 500 feet of you.

Fade Away

At 9th level, you become invisible immediately after you teleport with your Astral Steps feature until the end of your next turn. This invisibility ends early if you attack or cast a spell.

Blinding Dust

Beginning at 13th level, your skill in utilizing stardust allows you to use it more offensively. You can use an action to cause a beacon that you create to explode, causing a burst of stardust to fill a 20-foot radius area. Each creature in that area other than you must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier or be blinded for up to 1 minute. A creature can remake the saving throw at the end of each of their turns, ending the effect on itself on a success.

Starforged

At 17th level, you have begun to fully master how to wield stardust to harm and hide. You gain the following benefits:

  • You can teleport up to 300 feet from your position with your Astral Steps feature.
  • Your Fade Away feature now causes you to become invisible for up to 1 minute. The invisibility still ends early if you attack or cast a spell.
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Sorcerer: Gravity Soul

Gravity soul sorcerers are those who might descend from creatures that reside in the outer cosmos or have been intrinsically altered in some way by forces beyond the world. These arcane casters develop an innate talent for quite literally bending the world around them to their whims.

Wielding powerful magic to influence gravity, these sorcerers excel in manipulating the battlefield. They control the positions of their enemies to make them vulnerable, while also protecting themselves and their allies from harm.

Gravity Magic

You learn additional spells when you reach certain levels in this class, as shown on the Gravity Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Gravity Spells

You gain spells at the sorcerer levels listed.

Sorcerer Level Spells
1st relativity
3rd levitate
5th pulse wave
7th gravity sinkhole
9th telekinesis

Warp Space

Beginning at 1st level, you can briefly create intense gravity wells in the area around you. You can use a bonus action to target a point on the ground within 120 feet of you and force each creature within 20 feet of this point to make a Strength saving throw against your sorcerer spell save DC or be pulled in a straight line toward the point, ending in an unoccupied space as close to the center as possible. Creatures with a size above Large have advantage on this saving throw. Upon reaching 2nd level in this class, you can spend 1 sorcery point when using this feature to also cause a creature that fails this saving throw to fall prone.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Repulsion Field

At 6th level, when you cast a spell using a spell slot of 1st level or higher, you can use this feature to push creatures of your choice within 5 feet of you 5 feet away from you in a straight line immediately before or after the spell is cast (your choice). You also create a 5-foot radius field of gravitational force centered on yourself that prevents ordinary projectiles from entering until the start of your next turn (boulders hurled by giants or siege engines, and similar projectiles, are unaffected). When you use this feature when casting a spell using a spell slot above 1st level, the distance you push creatures and the radius of the field which blocks projectiles both increase by 5 feet for each spell slot above 1st.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend 2 sorcery points to use it again.





















Considering Spells for This Subclass

A DM may decide to add thematic spells which are available to chronurgy and graviturgy wizards to the Sorcerer spell list for players to choose from. Explorer's Guide to Wildemount: pg. 186





Lightened Load

Also at 6th level, you are able to passively manipulate the density of objects on your person. Your carrying capacity becomes your Strength or Charisma score (whichever is higher) multiplied by 15.

Aspect of Relativity

Starting at 14th level, your ability to wield gravitational force allows you to bind it more intensely to your form for a short time. As an action, you can undergo a transformation gaining the following benefits for 1 minute:

  • You gain a flying speed equal to your walking speed and can hover.
  • When you are hit by a melee or ranged weapon attack you can reduce the damage you take by an amount equal to your Charisma modifier (minimum of 1), as you adjust the gravity around you to ward against the attack.
  • You can choose which creatures to affect with your Warp Space feature and can move them up to 30 feet toward or away from the point you choose with Warp Space on a failed saving throw.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Center of Gravity

At 18th level, you gain the reverse gravity spell, if you do not already know it, can cast it once without expending a spell slot, and can choose to be immune to the spell's effect when you cast it. This spell does not count against your number of Spells Known.

Once you cast reverse gravity in this way, you can’t do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

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Warlock: The Constellation

Your patron is a being that belongs to the cosmic realm; one that either holds sway over stellar configurations or has been eternally enshrined among them. Your patron may be a celestial that walks the stars or a legendary hero or animal's spirit. You might draw your power from a single constellation or various asterisms present in the night sky. Regardless of your patron's origin, a Warlock's fortune is guaranteed to be fulfilling under the guidance of these powerful beings.

Expanded Spell List

The Constellation lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st guiding bolt, relativity
2nd augury, enhance ability
3rd detect rift, melf's minute meteors
4th arcane eye, bow shock
5th creation, planar binding

Guiding Stars

Starting at 1st level, your ability to trace patterns in the sky allows you to easily follow the positions of beings around you. As a bonus action, you can choose a number of creatures equal to your proficiency bonus within 60 feet of you that you can see and mark them with spectral starlight for up to 10 minutes. You have advantage on Wisdom (Perception) checks you make to find a creature that you select for the duration. You also gain advantage on the first attack roll you make against each creature that is affected by this feature.

Once you use this feature, you can't use it again until you finish a short or long rest.

Cosmic Demesne

Also at 1st level, your versatility emulates the various cosmic patterns. Whenever you finish a long rest you can select one skill that you are not proficient in and add your proficiency bonus to it until you pick a new one with this feature.

Starfield

At 6th level, you can use your action to create a number of radiant beacons equal to your Charisma modifier (minimum of 1) in spaces of your choice within 120 feet of you. Each beacon is intangible, sheds dim light in a 5-foot radius, and lasts for up to 1 minute. You can use a bonus action to move one of these beacons up to 30 feet from its space.

Whenever you deal damage to a single creature within 120 feet of you with a cantrip, you can choose for a beacon to refract the cantrip's energy and erupt with stellar force. When a beacon erupts, it is expended and forces all creatures within 5 feet of the beacon, other than the creature you damaged with the cantrip, to make a Dexterity saving throw against your warlock spell save DC. A creature takes radiant damage equal to half the damage you dealt with the cantrip on a failed saving throw, or quarter as much on a successful one. You can only expend a beacon in this way once per turn.

Once you use this feature, you can't use it again until you finish a long rest.

Incarnation of Constellations

At 10th level, your ability to channel cosmic patterns grows, allowing you to add double your proficiency bonus to the skill that you choose with your Cosmic Demesne feature. You can also select one other creature within 60 feet of you when you finish a long rest and allow them to add their proficiency bonus to the same skill. If the creature is already proficient in that skill, this feature has no effect for that creature.

Organize Asterisms

Upon reaching 14th level, when you use your Guiding Stars feature, an affected creature now also sheds dim light in a 5-foot radius. You can use a bonus action to select a creature affected in this way and immediately teleport it to an unoccupied space within 60 feet of you. An unwilling creature must make a Wisdom saving throw against your warlock spell save DC to resist this effect. Once a creature has been teleported with this feature, they cannot be teleported in this way again until you finish a short or long rest.


Eldritch Invocations


Plasma Blade

Prerequisite: 9th level, Pact of the Blade feature


When you make an attack against an object or structure with your pact weapon, you deal double damage. In addition, when you expend a spell slot from your Pact Magic feature, the next attack roll you make with your pact weapon within 1 minute deals an additional 1d8 fire or radiant damage (your choice).

Starscribe

Prerequisite: Pact of the Tome feature


You write the names, designs, lore, and attributes of various constellations into your Book of Shadows. You can read from this tome whenever you take a short or long rest, allowing you to add your proficiency bonus to one skill that you are not proficient in until you chose a new one with this invocation.

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Wizard: Auroracraft

Harnessing the immense majesty of auroras is a feat that none but the most aspirational wizards may be able to accomplish. The lights that brighten the skies are renowned for their storied and mystical effects and origins, yet are vexing to behold or understand for most mages, largely resulting from their paradoxically arcane and divine nature.

Those that practice auroracraft bend auroral light into protective magic for themselves and their allies, while also manipulating the essence of spells to best suit their needs. Even one's position in space yields to the mysterious forces that shape the prismatic illuminations which these wizards hope to master.

Luminous Savant

Starting at 2nd level, you learn one of your choice of the following cantrips: dancing lights, light, minor illusion, sacred flame, or thaumaturgy.

Your choice counts as an wizard cantrip for you, but it doesn’t count against your number of cantrips known.






Wondrous Veil

Also at 2nd level, your chosen expertise in magic surrounds you with a mantle of fortifying power, which may be used in multiple ways, detailed below:

  • Ephemeral Veil. As a bonus action, you can force a creature of your choice within 60 feet of you that you can see to make a Wisdom saving throw against your wizard spell save DC or be unable to make attack rolls against you until the end of your next turn.
  • Resilient Veil. As a bonus action, you can give a creature of your choice within 60 feet of you that you can see temporary hit points equal to half your wizard level + your Intelligence modifier (minimum of 1).

You can use this feature twice. You regain any expended uses when you finish a long rest. Additionally, when you use your Arcane Recovery feature, you can also regain one use of this feature.

Scintillating Wizardry

At 6th level, your spells emulate the ever-shifting patterns of the auroras. When you cast a spell and the spell deals cold, fire, lightning, or radiant damage, you can substitute that damage type with one other type from that list.

Ionization

At 10th level, the fundamental nature that forms the auroras gives you greater understanding of your abilities and surrounding space. When you use your Wondrous Veil feature, you can cause one of the following effects:

  • Positivity. You immediately teleport to an unoccupied space adjacent to a creature of your choice within 60 feet of you that you can see.
  • Negativity. A creature of your choice within 60 feet of you that you can see immediately teleports to an unoccupied space adjacent to you. An unwilling creature must make a Wisdom saving throw against your wizard spell save DC to resist this effect.

Curtain of Lights

Upon reaching 14th level, when you use your Wondrous Veil feature, you now create a 10-foot tall intangible curtain of light in an area you choose within 120 feet, which lasts until the end of your next turn. The area of the curtain consists of up to a number of spaces equal to your wizard level, which you can arrange as you wish. Each space must have at least one face adjacent to the face of another.

The curtain sheds bright light in a 5-foot radius and dim light for an additional 10 feet. When you or an allied creature starts its turn in an area of bright light created by this effect, they gain one of the following effects, depending on the effect of your Wondrous Veil feature, detailed below:

  • Ephemeral Veil. The creature gains resistance to the damage of the first attack against it until the start of its next turn.
  • Resilient Veil. The creature regains a number of hit points equal to half your wizard level.

You also gain one additional use of your Wondrous Veil feature, which you regain when you finish a long rest.

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The Astromancer
Level
─Spell Slots per Spell Level─
Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Active Starmotes
1st +2 Spellcasting, Starmote 3 4 2 1
2nd +2 Cosmic Discipline 3 5 3 2
3rd +2 Speed of Light (5 ft.) 3 6 4 2 2
4th +2 Ability Score Improvement 4 7 4 3 2
5th +3 4 8 4 3 2 2
6th +3 Cosmic Discipline Feature 4 9 4 3 3 3
7th +3 Speed of Light (10 ft.) 4 10 4 3 3 1 3
8th +3 Ability Score Improvement 4 11 4 3 3 2 3
9th +4 4 12 4 3 3 3 1 3
10th +4 Cosmic Discipline Feature,  Star Touched 5 12 4 3 3 3 2 4
11th +4 5 13 4 3 3 3 2 1 4
12th +4 Ability Score Improvement 5 14 4 3 3 3 2 1 4
13th +5 5 15 4 3 3 3 2 1 1 4
14th +5 Cosmic Discipline Feature 5 16 4 3 3 3 2 1 1 5
15th +5 5 17 4 3 3 3 2 1 1 1 5
16th +5 Ability Score Improvement 5 18 4 3 3 3 2 1 1 1 5
17th +6 Speed of Light (15 ft.) 5 19 4 3 3 3 2 1 1 1 1 5
18th +6 Release Gravity 5 19 4 3 3 3 3 1 1 1 1 5
19th +6 Ability Score Improvement 5 20 4 3 3 3 3 2 1 1 1 5
20th +6 Zenith 5 20 4 3 3 3 3 2 2 1 1 6

Astromancer

Sitting in her creaking hut, eyes slowly becoming weak from pondering over a variety of star charts and augury bones sits an older half-orc woman, believing she is close to determining her tribe's destiny through interpreting the skies. She carefully rolls up an ancient looking scroll and sighs, gazing to the wall and seeing a dozen more maps and a set of dragonknuckles that must be examined by the morning for a full reading.

Two halfling men stand quietly chanting on opposite sides of a basin, the full moon brightly reflected upon the ritual waters within. The light grows as their incantation quickens, spilling beyond the pool and flooding the area with lunar luminosity. The men turn to the sky as they begin to slowly lift from the land, gravity freeing them from its grasp.

A long-haired elf, finally free to cut through their enemies on the front line, begins to sing in pleasure while fiery winds whip around their body. Brightness seems drawn to them, granting additional light to their inspiring presence and marking brilliant solar sigils along the length of their blade.

Wielding the Cosmos

Enraptured by the grand cosmic forces that dictate even fate itself, astromancers wield the might of celestial bodies to break their foes and unlock secrets within the great dark beyond. Drawing on the enormous energy given off by stars and other universal entities, astromancers gain access to powerful arcane magic. These wise sages are capable of weaving moonlight and starlight in order to hinder their foes, support companions, and manipulate the battlefield.

Astromancy is an elegant and expansive, yet difficult art. The power that comes with revealing the workings of the universe and bridging the distance between arcane and divine serves as a lure; one that is particularly attractive to the most flexible adepts seeking inspiration or raw might.

Adaptability and perceptiveness are the signs of a truly masterful astromancer. Each discipline, whether focusing on the moon, stars, sun, or otherwise favors those who are capable of evaluating a situation and using their abilities to the utmost for decisive action.

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The Grand Design

Those who specialize in astromancy have great skill in intuitively understanding how different cosmological bodies and patterns work in tandem to either create or show changes in destiny. Astromancers, more so than most arcane casters, have a tendency to engage in faith and spirituality. This often results from their questioning about the source of these patterns and how central fortune is to their art.

It is not uncommon to find that astromancers have adopted deities of fate into their worship, recognizing that the designs of destiny to which gods tend and the constantly shifting organization of constellations and planets are one in the same. Some even view certain deities as the greatest practitioners of astromancy and offer prayers for revelation.

Creating an Astromancer

As you create your astromancer, one of the most important aspects to consider is how you have gained access to your power. Were you visited by celestial visions suggesting that you had a greater path to follow? Do you perhaps have a mentor that taught you their craft or simply a natural skill in comprehending universal mechanics? A variety of experiences in your past may have allowed you to tap into the energy given off from cosmic bodies and knowing this history will be useful in deciding your potential discipline.

You must also consider what you intend to do with the power that you hold. Do you have a specific goal in mind or are you simply attempting to explore the world to gather knowledge and wisdom? Do you plan to protect your homeland with the fury of the sun or do you wish to reveal secrets inherent to the world and further unknown places?

Quick Build

You can make an astromancer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the hermit or sage background.

Class Features

As an astromancer, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, light crossbows, quarterstaves, slings
  • Tools: Navigator's tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Insight, Nature, Perception, Religion, and Survival

Equipment

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

  • (a) a quarterstaff or (b) a light crossbow with 20 light bolts
  • (a) component pouch or (b) an arcane focus
  • (a) an explorer's pack or (b) a scholar's pack
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Spellcasting

You have learned to understand and control the immense forces that shape the world and weave the skein of fate. Your calling is that of one who seeks and sees greater truths hidden amongst the patterns of the universe. See Spells Rules for the general rules of spellcasting and the astromancer spell list for available selections.

Cantrips

You know three cantrips of your choice from the astromancer spell list. You learn additional astromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astromancer table.

Spell Slots

The Astromancer table shows how many spell slots you have to cast your astromancer spells of 1st level and higher. To cast one of these 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 Chromatic Orb and have a 1st-level and a 2nd-level spell slot available, you can cast Chromatic Orb using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the astromancer spell list.

The Spells Known column of the Astromancer table shows when you learn more astromancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, both when you finish a long rest or you level in this class, you can choose one of the astromancer spells you know and replace it with another spell from the astromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your astromancer spells. Your magic comes from the grand latent energies of the universe around you, your potential to understand their nature, and your capacity to connect your will to these forces. 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 an astromancer 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 any astromancer spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus for your astromancer spells.

























Starmote

At 1st level, your understanding and connection to the skies grants you a small fragment of their grandeur. As an action, you can create a Starmote for a creature within 60 feet of you, which sheds dim light in a 30-foot radius. The mote and this light are only visible to the creature.

The Starmote is always centered on the creature and lasts until you dismiss it as an action. The creature can also use its bonus action to expend their mote, causing their next successful attack against a target within 1 minute to bathe it in stellar radiance. Their target sheds bright light in a 5-foot radius and dim light for an additional 10 feet until the end of their next turn.

You can only have one Starmote active on a creature at a time. However, you can summon additional Starmotes to be simultaneously active for multiple targets at later levels, as indicated in the Active Starmotes column of the Astromancer table. If you summon a Starmote beyond your maximum, you select which currently active Starmote to replace.

Areas of light created by this feature are magical, but other effects of magical light or darkness, such as the effects of the light or darkness spells, that overlap these areas will take priority over this feature for as long as they remain.

Cosmic Discipline

When you reach 2nd level, you commit yourself to a particular discipline within astromancy, each focusing on different types of celestial bodies and traditions. Choose between the Discipline of Horizons, Discipline of Moons, Discipline of Relativity, Discipline of Stars, Discipline of the Sun, Discipline of the Void, and Discipline of the World, each of which is detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Speed of Light

Starting at 3rd level, your skill in manipulating starlight allows you to infuse your allies with minor boons to their movement. Your Starmote feature now increases the speed of a creature that currently possesses it by 5 feet. This increases to 10 feet at 7th level and 15 feet at 17th level in this class.

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Ability Score Improvement

When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores of your choice by two points, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Star Touched

Upon reaching 10th level, the cosmic energy you can channel has increased to such an amount that you now imbue your Starmotes with greater utility. When you cast an astromancer spell with a range of touch or a range of self with a point of origin for its area of effect as the caster, one of your Starmotes centered on a creature within 60 feet of you can deliver the spell as though you were in its space. You must otherwise obey all requirements for the spell, such as being able to see the spell's target, in order to cast it.


Release Gravity

At 18th level, you have finally developed an affinity for the gravitational relationship that matter holds with all objects in the universe. You can use your action to give each creature that possess one of your Starmotes within 120 feet of you a flying speed of 30 feet for up to 10 minutes or you dismiss it as an action. A creature that you affect with this feature gains the effect of feather fall when this flight ends.

Once you use this feature, you can't use it again until you finish a long rest.

Zenith

At 20th level, you have reached the pinnacle of your cosmic mastery, allowing you skillful control over your Starmotes and spells. Your Starmote feature gains the following effects:

  • You see the dim light from any Starmote you create.
  • When you make a Constitution saving throw to maintain concentration on a spell, you can expend a currently active Starmote to automatically succeed on the saving throw.
  • You can use your action to summon a number of Starmotes equal to your maximum number of Active Starmotes, as shown on the Astromancer table. Once you use this feature, you can't use it in this way again until you finish a long rest.

Cosmic Disciplines

Astromancy is a varied art, necessary as a result of having so many crucial pathways to discover all there is about the workings of the world. While notions of competition and differential tradition exist among the branches of astromancy, the ideologies of disentangling fate and understanding universal forces bind all of its practitioners together.

Disciplines do not define the astromancer, but individuals often tend towards those similar to their interests. Whereas those that belong to the Discipline of Stars may be keen to unravel constellatory trajectories to predict oncoming weal or woe, astromancers within the Discipline of the Sun may be more interested in the pragmatic ways to bend illusion and fire to their will. Identifying which style most appropriately fits your disposition is critical for aspiring astromancers.

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Discipline of Horizons

A tradition of observation and compliance to the designs of destiny, those bound to this discipline seek to ensure that no creature succeeds in casting off the chains of fate. These adherents may go forth into the world seeking to either soothe a community's natural progression towards death or to forcibly prevent aberrations in the plans of predestination.

The followers within this sect believe in the inevitability of the universe, looking to the everlasting rise and fall of the dawn and dusk surrounding them as inspiration. Drawing upon this most foundational pattern of the cosmos, these individuals harm and guard in equal measure to ensure the immutable design.

Transitional Vigil

At 2nd level, your steadfast watch over the twilight cycle grants you a rigid focus while out of combat. You can no longer be surprised while conscious.

Daybreak

Also at 2nd level, when a creature that possesses one of your Starmotes expends it with a bonus action, they deal an extra 1d4 radiant damage on their next successful attack against a target within 1 minute. The creature which expends the mote also gains temporary hit points equal to the amount of additional radiant damage done for up to 1 minute.

The amount of extra damage increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level in this class.

Temper of Twilight

At 6th level, your adherence to the march of fate allows you to resist those that fight against it. You have advantage on saving throws against being charmed or frightened.

You can also use your action to expend an active Starmote on a creature that you can see within 60 feet of you to end an effect causing them to be charmed or frightened.

























Rule Tip: Temporary Hit Points

When you receive temporary hit points while you already have them, you choose between the two amounts. Player's Handbook: pg. 198


Penumbral Shift

At 10th level, your expertise in the inevitable and interrelated nature of dawn and dusk grants you greater insight into your Starmote. Whenever you finish a long rest you select one of the following options for your Starmote:

  • Dawn Mote: The bright light from your Starmote feature is considered sunlight. Additionally, when an ally that possesses one of your Starmotes within 120 feet of you is reduced to 0 hit points, but not killed outright, you can use your reaction for the creature to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.
  • Dusk Mote: You can use your bonus action to select a creature that you can see within 60 feet of you that possesses one of your Starmotes. The target and anything they are wearing or carrying becomes invisible until the end of their next turn, as the darkness of gloam wraps around their form. Once you use this feature, you can't use it again until you finish a long rest.

When you use an effect granted to you by your Penumbral Shift feature, your Starmote immediately converts into its opposite Penumbral Shift option until you finish a long rest, allowing you to use the effects from that form.

Predestination

Upon 14th level in this class, you condemn your foes to meet their impending final fates. Whenever a creature deals damage to a target with your Daybreak feature, the creature that takes damage can not regain hit points until the end of their next turn.

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Discipline of Moons

Apprentices and acolytes that belong the the Discipline of Moons are often quite varied in their motivations. Many students of this tradition seek to harness the immense gravitational and supernatural power which the single or multiple moons of a world hold for their own purposes. Some look to understand the lunar cycles, discerning their impact on destined futures. Others simply seek to joyously venerate in their view of pure untainted light.

Regardless of inspiration, true proficiency within this discipline is difficult to attain. A strong will and mental acuity are required among those who attempt mastery over the lunar spheres and light they summon, lest these petitioners of the moon find their sanity slipping away under the forceful sight they so revere.

Lunar Attunement

Starting at 2nd level, you learn one of your choice of the following cantrips: dancing lights, friends, or minor illusion.

Your choice counts as an astromancer cantrip for you, but it doesn’t count against your number of cantrips known.

Wax and Wane

Also at 2nd level when you choose this discipline, you learn to subtly affect the light around you. Using your bonus action, you can impose dim light in a 10-foot radius sphere centered on a point of your choice within 60 feet of you. The sphere disappears after 1 minute or you dismiss it as an action.

Whenever you create this effect of ambient moonlight, you also select a phase that the area embodies for its duration from the following options:

  • New Moon: The gloom and gravitational pull of this area grasp at those that attempt to move through it, reducing the speed of each creature that starts their turn in the area by 10 feet until the end of their turn.
  • Quarter Moon: A creature that possesses one of your Starmotes adds a 1d4 to its saving throws and their attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while in the area.
  • Full Moon: The illumination of this phase causes the dim light in the targeted 10-foot radius area to become bright light, as well as shed further dim light for a 10-foot radius.

Multiple effects created by this feature can overlap. The light created by this feature is considered magical under the same conditions as your Starmote feature, but your Starmote's bright light effect takes priority over this effect for as long as it remains. If any effect obscures this feature's light, the other effects of this feature still remain in the area.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Pale Light

At 6th level, you channel the pure and unyielding light of the moon to both hinder and reveal. The dim light from your Starmote feature now extends to 120 feet for you and to 60 feet for other creatures. The bright light from your Starmote feature also reverts a shapechanger to its original form and prevents it from assuming a different form for the duration.

Phase Lock

Upon reaching 10th level, your study of the lunar phases allows you to manipulate your skills more effectively. As an action, you can choose to flare one sphere created by your Wax and Wane feature, ending its current effect, but enacting one of the following results depending on the area's phase:

  • New Moon: Each creature within the area that does not possess one of your Starmotes must make a Dexterity saving throw against your astromancer spell save DC or be further slowed by the tenebrous pull of the sphere, reducing their speed to 0. At the end of each of its turns a creature makes a Dexterity saving throw to escape the effect. On a success, this effect ends for that creature.
  • Quarter Moon: You teleport one willing creature that you see from its space within this sphere to any unoccupied space in an area of Wax and Wane that you can see, including a space within this fading Wax and Wane effect.
  • Full Moon: A creature that possess one of your Starmotes within the sphere's bright or dim light immediately gains temporary hit points equal to half your astromancer level.

Invoke Eclipse

At 14th level in this class, you can align yourself with a forthcoming eclipse, taking on a form of astronomical power. Once per long rest, using your action, you can undergo a transformation gaining the following benefits for 1 minute:

  • You gain resistance against the damage of spells.
  • Enemies that rely on sight within 30 feet of you make attack rolls against you with disadvantage.
  • You gain the moonbeam spell, if you do not already have it, and can cast it once using your bonus action without expending a spell slot. When cast using a bonus action with this feature, the spell's effect can also be moved using a bonus action.
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Discipline of Relativity

Often tauting themselves as the wisest, most knowledgeable, and widely traveled of astromancers, individuals belonging to the discipline of relativity are those that have come to understand and hone a connection to one of the most foundational and difficult to understand powers of the cosmos. They hold a great degree of control over the nature of gravity and use this ability to exploit the nearby passage of time. Using their bodies and Starmotes as loci for their power, these astromancers attempt to inhibit the mobility of their foes, while also bolstering others and coaxing destiny to act in their favor.






Compressed Continuum

At 2nd level, your skill in manipulating the passage of time allows you to shorten the amount of it you need to rest. It now only takes you 4 hours to receive the benefits of finishing a long rest.

Localize Density

Also at 2nd level, you learn to use your Starmote feature to encumber the movement of nearby creatures. A creature hostile to you that starts its turn within 5 feet of a creature that possesses one of your Starmotes has its speed reduced by 5 feet until the start of its next turn. The amount of speed reduced by this effect increases to 10 feet at 7th level and 15 feet at 17th level in this class.

You can also use a bonus action to cause a Starmote within 60 feet of you to pulse with disruptive gravitational force in a 5-foot radius, causing each creature hostile to you in the area to make a Wisdom saving throw against your astromancer spell save DC or be unable to use reactions until the start of your next turn.

You can use this feature in this way a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest.

Gravity Font

Starting at 6th level, you can use an action to create a 20-foot radius aura of fluctuating gravity that is centered on you for 1 minute. When a creature that possesses one of your Starmotes starts their turn in this area, the speed that the creature gains from your Speed of Light feature is doubled until the end of their turn. Additionally, a creature in this area that fails its saving throw against your Localize Density feature also falls prone.

Once you use this feature, you can't use it again until you finish a short or long rest.

Temporal Dilation

At 10th level, you learn the haste and slow spells, if you do not already know them, and can cast one of these spells once without expending a spell slot. The spells do not count against your number of Spells Known.

Once you cast haste or slow in this way, you can’t do so again until you finish a long rest, though you can still cast either of the spells normally using an available spell slot.

Delay Destiny

At 14th level, you can splinter fate for a short period to use a reaction when a creature that possesses one of your Starmotes within 120 feet of you takes damage from an attack or fails a saving throw. When you use this reaction, you cause the creature to not yet take damage from the attack or not yet be affected by failing the saving throw, and instead be affected by the triggering event at either the start or end of any creature's turn in the initiative order, which you choose at the point that these occur (no additional reaction required).

The creature is affected by the triggering event in one round from when the event occurs if you do not choose a point during the initiative order before that. If this reaction is trigged by a creature that fails a saving throw from an effect or spell that requires concentration, the spell still requires concentration from when it is cast.

You can use this feature twice, after which you can't use it again until you finish a long rest.

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Discipline of Stars

Primitive magics that draw on stellar patterns have been found to date back to the first attempts at contacting gods and divining the future. This ancient tradition of star-scrying has evolved over time, with thousands of years of star charts and celestial events being recorded and studied.

Followers of this discipline tend to be those who aim to understand fatalistic patterns or glean knowledge about the designs of the gods through arcane means. The few capable of these feats are rewarded with the power of the stars; given the tools to tip the scales of fortune in their favor through manipulation of their Starmotes and spells.

Cosmic Storytelling

At 2nd level, you become proficient in your choice of one of the following skills: Arcana, History, Religion, or Survival.

Star Reader

Also at 2nd level, you are prepared with minor insights into coming events and can shift a situation to better your group's fortunes. When an enemy attacks a creature that possesses one of your Starmotes within 60 feet of you with advantage, you can use your reaction to prevent the roll from benefiting from advantage. You can also expend the Starmote on the creature as part of this reaction to give them advantage on the next attack they make until the end of their next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Stellar Embodiment

Beginning at 6th level, your study of the stars allows you to further tap into latent energies beyond the world. Whenever you finish a long rest, you choose two of the following options and gain access to their effects. You lose the effects of any option you currently have whenever you a finish a long rest.

  • The Tree: You gain temporary hit points equal to half your astromancer level, as well as resistance to the damage of the first successful attack against you.
  • The Lantern: You gain the light cantrip, if you do not already have it, and can cast it at a distance of 30 feet. You also have advantage on initiative checks.
  • The Hand: You select one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
  • The Lovers: You can cast charm person once at 1st level using your astromancer spell save DC, without requiring any verbal or somatic components, and without expending a spell slot. The target does not become aware of the charm at the end of a failed save. You cast charm person with this feature at 2nd level upon 14th level in this class.
  • The Scales: You can cast either bane or bless once at 1st level using your astromancer spell save DC and without expending a spell slot. You cast bane or bless with this feature at 2nd level upon 14th level in this class.
  • The Maw of Stars: You can cast dissonant whispers once at 1st level using your astromancer spell save DC and without expending a spell slot. The target of this spell must use both its reaction as well as half of its speed at the beginning of its next turn to move away from you on a failed save. You cast dissonant whispers with this feature at 2nd level upon 14th level in this class.



























Diviner's Boon

Starting at 10th level, when you use your Star Reader feature to prevent an attack roll from benefiting from advantage, you also prevent the target of the feature from benefiting from advantage on any attack roll until the end of their turn.

Additionally, when you use your Star Reader feature to expend a Starmote and give a target advantage on their next attack roll, the target also gains advantage on the next saving throw they make until the end of their next turn.

Stellar Mastery

At 14th level, you have expanded your knowledge surrounding the workings of the universe such that you have learned to access the powers of more complicated cosmic relationships. You now choose three effects for your Stellar Embodiment feature and can pick your choices for this feature from the following options:

  • Alignment: You learn one of your choice of commune, dream, legend lore, scrying, telepathic bond, or teleportation circle and can cast your selection using an astromancer spell slot. The spell learned from this feature does not count against your number of Spells Known and can be cast without using components.
  • Conjunction/Opposition: Once, as a bonus action, you can designate two creatures that you can see within 60 feet of you, forcing them to make a Strength saving throw against your astromancer spell save DC or each move up to 30 feet towards or away from each other in a straight line. If a target of this ability strikes a solid object or creature, the target takes 1d8 bludgeoning damage for every 5 feet it moved. If hitting a creature, the other creature must succeed a Dexterity saving throw against your astromancer spell save DC, taking the same amount of damage on a failure and half as much on a success. Creatures with a size above Large have advantage on the initial saving throw against this effect.
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Discipline of the Sun

Rather than focus on the designs of fate or consistently tiring obsession with the moon, those within the Discipline of the Sun tend to spend their attention on the more practical applications of the cosmic power they wield. A proud and refined discipline of fiery martial magic, these astromancers draw from the radically powerful events that occur upon the sun's surface, as well as the daily solar tides and winds which pass beyond the world to distract and strike their foes.

Firebrand

Starting at 2nd level, your innate connection to the fierce power of the sun begins to fuel your capacity in battle:

  • While you possess one of your Starmotes you gain a barrier of heat that pushes back against unwanted attacks and strengthens your own swings. These solar winds change your AC to equal 13 + your Dexterity modifier when you are not wearing armor and you gain proficiency with short swords and scimitars.
  • If you are proficient with a simple or martial melee weapon, you can use it as your spellcasting focus for astromancer spells.
  • When you deal damage to a creature with a melee weapon attack, you can choose to mark a solar brand on to the enemy for up to 1 minute. This brand will erupt if the branded creature takes fire or radiant damage after the damage that applied it, dealing an additional 1d6 fire or radiant damage (your choice). Once the brand deals damage, it is expended and disappears.
        Only one brand can be applied per attack, but a creature can have up to two brands on them at a time. The brand's damage improves when you reach 14th level in this class, increasing to 2d6 fire or radiant damage.
        You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.






























Extra Attack

Upon reaching 6th level, you can attack twice, instead of once, when taking the Attack action on your turn.

Radiance

Also at 6th level, you regain your Firebrand feature's uses when you finish a short rest.

Mirage

At 10th level, your mastery over luminosity allows you to distract enemies with skillfully woven light. When a creature that you can see within 30 feet of you makes an attack roll against you, you can use your reaction to immediately become invisible, create an illusory duplicate of yourself in your space, and move up to half your speed. This duplicate and invisibility last until the end of your next turn, but the invisibility ends if you attack or cast a spell.

If you take the Attack action while the duplicate is present, you can make your attacks from either your own or your duplicate's position. Your duplicate uses your bonus to hit and damage, any damage it deals is considered fire or radiant damage (your choice), and its attacks are capable of applying your Firebrand marks.

Once you use this feature, you can't use it again until you finish a long rest.

Solar Flare

At 14th level, when you mark a creature with your Firebrand feature you can force the target to make a Constitution saving throw against your astromancer saving throw DC or be blinded until the end of their next turn. While blinded in this way, a creature is unable to make attacks of opportunity.

You must possess one of your Starmotes for this effect to occur. A creature that saves against this effect is not blinded and is immune to the effect for 24 hours.

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Discipline of the Void

Only rarely are masters of this tradition able to be found. Whether this is a result of seclusion stemming from the isolated nature of their obsessions or from the rigorous trials that they must endure for their power is unclear to outsiders.

These are the few, however, who recognize that true brilliance is not found among the stars, but in the vacuum that contains them; finding that the space between all things is not truly vacant, but rather has an essence of its own that should be harnessed and revered.

Distant Whispers

At 2nd level, you intuitively learn an exotic language of your choice. At 6th, 10th, and 14th levels in this class, you learn an additional exotic language of your choice.







Languages Near and Far

Every setting has its own unique languages that might exist and that are available to players. Work with your DM to decide on what qualifies as an exotic language that you can choose from. A list of typically available languages can be found here: Player's Handbook: pg. 123


Empty Space

Also at 2nd level, as part of the action or bonus action used to cast a spell on your turn, you can instantly teleport up to 10 feet to a currently unoccupied space that you can see. When using this feature, you can expend one of your choice of currently active Starmotes to teleport up to 30 feet from your space, instead.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.



Dark Expansion

Beginning at 6th level, you can use this feature when casting a spell using a 1st or 2nd level spell slot and gain the benefits of casting the spell using one level higher of a spell slot.

For example, if you use this feature while casting the cause fear spell at 2nd level, you can frighten up to three targets, rather than two, as detailed in the cause fear spell effect for higher level casting.

The highest level spell slot that you can affect with this feature increases to 3rd level when you reach 7th level in this class and to 4th level when you reach 9th level in this class.

Once you use this feature, you can't use it again until you finish a short or long rest.



Response From Beyond

Starting at 10th level, your calls to the distant void of stars have gifted you with ephemeral wardens, brought to this world to obey your will. Using your bonus action, you can summon two Shades from Beyond (pg. 36) in unoccupied spaces adjacent to you.

When the Shades from Beyond are summoned they can be issued commands and must be given any additional commands as subsequent bonus actions to move or attack. These creatures only understand commands given by you. These creatures will remain in your service for 10 minutes, until they die, you dismiss the entities as a bonus action, or you become incapacitated, after which they disappear.

Additionally, when you use this feature you regain up to two expended uses of your Empty Space feature.

Once you use this feature, you can't use it again until you finish a long rest.



Encroaching Night

Upon reaching 14th level, you can exercise your growing control over the vacuous nothing of space to empower your shadowy minions. Whenever you expend a Starmote with your Empty Space feature, you can now teleport up to 60 feet to an unoccupied space that you can see or to swap places with one of your Shades from Beyond within 120 feet.

If you have your Shades from Beyond summoned when you use your Empty Space feature, each one can make an attack against a target within their melee attack range as a reaction immediately before or after you teleport (your choice), adding an amount of force or psychic damage (your choice) equal to your Wisdom modifier (minimum of +1), as well as gain temporary hit points equal to their damage done.

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Shade From Beyond

Medium aberration, chaotic evil


  • Armor Class 10 + your proficiency bonus
  • Hit Points 22 (4d8 + 4)
  • Speed 40ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+5) 8 (+5)

  • Vulnerabilities radiant
  • Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities force, psychic
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, restrained
  • Senses darkvision 60 ft., passive Perception 10

Amorphous. The shade can move through a space as narrow as 1 inch wide without squeezing.
Sunlight Weakness. While in sunlight, the shade has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Entropic Touch. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one creature. Hit: 9 (2d6 + 2) force or psychic damage (your choice).


Discipline of the World

While astromancers focus the majority of their efforts on the celestial bodies beyond the world, there are those who recognize that the planet itself is part of the great design. Some have also discovered that the world is in dire need of protection from forces beyond this plane and pale that would seek to do it harm. Drawing on the knowledge of the cosmos to protect against these assailants, those within this discipline seek to guard the lands on which they reside for the benefit of all.

Guardian of the Material

At 2nd level, you gain proficiency with shields and can use shields as a spellcasting focus for your astromancer spells.

Star Shield

Also at 2nd level, you can draw on the connection between the foundations of the world and its place within the cosmos to use your Starmote feature for greater protection.

As a bonus action, you can expend one active Starmote within 60 feet of you and increase both your own AC and the AC of the target who possessed it by an amount equal to your maximum number of Active Starmotes, as shown on the Astromancer table, until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

























Planar Protector

Beginning at 6th level, you become aware of the true nature of any aberration, celestial, fey, or fiend by sensing what type of creature it is upon touching them.

Additionally, when a creature of any of these types deals damage to you or an ally currently affected by your Starmote feature that you can see within 60 feet of you, you can use your reaction to reduce their damage taken by 1d6. This damage reduction increases to 2d6 at 10th level and 3d6 at 14th level in this class.

Land Warden

Upon reaching 10th level, the land itself has recognized your protective efforts. You learn the wall of stone spell, if you do not already know it, and can cast it once without expending a spell slot. This spell does not count against your number of Spells Known.

Once you cast wall of stone in this way, you can’t do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Dustmote

Starting at 14th level, when you expend a Starmote on a target with your Star Shield feature, you can choose for your target to gain a lingering mote of coalesced stardust for up to 1 hour. While a creature possesses this Dustmote, they have resistance to one damage type of your choice other than bludgeoning, piercing, or slashing damage that you select when the Dustmote is created, as the scintillating particles ward away harm.

A creature that possesses a Dustmote can also choose to expend it as an action, causing its stardust to burst forth and forcing all other creatures within a 10-foot radius sphere centered on the creature to make a Constitution saving throw against your astromancer spell save DC. On a failed save, a creature is blinded for 1 minute. At the end of each of its turns, an affected creature can make a Constitution saving throw. On a success, the effect ends.

Once you use this feature, you can't use it again until you finish a short or long rest.

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Astromancer Spell List



Cantrips (0 Level)
  • Consuming VoidAstromancer
  • Dancing Lights
  • Fire Bolt
  • Guidance
  • Light
  • Mage Hand
  • Minor Illusion
  • Prestidigitation
  • Ray of Frost
  • Sacred Flame
  • Shape Water
  • Shocking Grasp
  • Word of Radiance
1st Level
  • Alarm
  • Cause Fear
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Expeditious Retreat
  • Gift of Alacrity
  • Guiding Bolt
  • Ice Knife
  • Identify
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • RelativityAstromancer
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
2nd Level
  • Augury
  • Blindness/Deafness
  • Darkness
  • Darkvision
  • Enhance Ability
  • Fortune's Favor
  • Hold Person
  • Immovable Object
  • Invisibility
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • LunacyAstromancer

  • Mirror Image
  • Misty Step
  • Moonbeam
  • Pass Without Trace
  • Phantasmal Force
  • See Invisibility
  • Shadow Blade
  • Silence
  • Skywrite
  • Vortex Warp
3rd Level
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Comet TailAstromancer
  • Counterspell
  • Daylight
  • Detect RiftAstromancer
  • Dispel Magic
  • Fireball
  • Fly
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Melf's Minute Meteors
  • Nondetection
  • Protection from Energy
  • Pulse Wave
  • Remove Curse
  • Sending
  • Slow
  • Tidal Wave
4th Level
  • Banishment
  • Bow ShockAstromancer
  • Charm Monster
  • Confusion
  • Control Water
  • Dimension Door
  • Divination
  • EntropyAstromancer
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Summon Aberration
5th Level
  • Astral JauntAstromancer
  • Bigby's Hand
  • Cone of Cold
  • Creation
  • Dawn
  • Dream
  • Far Step
  • Flame Strike
  • Hold Monster
  • Magnetic WardAstromancer
  • Mislead
  • Planar Binding
  • Scrying
  • Skill Empowerment
  • Summon Celestial
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of DuskAstromancer
  • Wall of Force
  • Wall of Light
6th Level
  • Arcane Gate
  • Chain Lightning
  • Disintegrate
  • Find the Path
  • Globe of Invulnerability
  • Gravity Fissure
  • Mass Suggestion
  • Otiluke's Freezing Sphere
  • Recall PositionalityAstromancer
  • Reselect SpaceAstromancer
  • Scatter
  • Sunbeam
  • Tasha's Otherworldly Guise
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of Stars
  • Etherealness
  • Firestorm
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • SupernovaAstromancer
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Dark Star
  • Demiplane
  • EverwarpAstromancer
  • Maddening Darkness
  • Sunburst
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Meteor Swarm
  • Star SightAstromancer
  • Time Stop
  • Wish
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Astromancer Spells

Astral Jaunt

5th level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of whalebone scrimshaw)
  • Duration: Instantaneous

You thin the dimensional veil between your location and the Astral Plane, allowing you to teleport to an unoccupied space that you can see within range. Immediately after you teleport, a sliver of gossamer cloud lacerates the area between your previous space and your new one. Each creature in a 5-foot wide line between these two spaces must make a Dexterity saving throw or take 6d8 force damage and be unable to magically move from their space until the end of their next turn. On a successful save, a creature takes half as much damage and is not prevented from magical movement.


At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above 5th.

Bow Shock

4th level evocation


  • Casting Time: 1 reaction, which you take when an ally hits with an attack against a target within range
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

When an ally hits a creature that you can see within range with a melee or ranged weapon attack, you add an additional 3d8 force damage to the attack's damage roll. Each creature in a 15-foot cone on the opposite side of the target from the triggering attack must make a Dexterity saving throw or take the same amount of additional force damage as the target, or half as much on a success.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot above 4th.

Comet Tail

3rd level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

Touch a willing creature to imbue them with a burning aura. For the duration, the target's speed increases by 10 feet. Additionally, as the target moves they leave behind a wall of burning gas as wide and tall as the target in the spaces they travel through, which lasts until the start of their next turn.

Any creature other than you or the target that enters or starts their turn within a 5-foot radius of the tail must make a Dexterity saving throw or take 2d8 fire damage, or half as much on a success.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the speed increases by 5 feet and the damage increases by 1d8 for every two slots above 3rd.

Consuming Void

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You devour a portion of a creature's potential energy, warding yourself with a measure of their essence. A target that you can see within range must make a Constitution saving throw or take 1d6 necrotic damage. You immediately gain temporary hit points equal to the amount of damage dealt until the start of your next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Detect Rift

3rd level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a compass made of gold)
  • Duration: 1 hour

You meditate for a moment, heightening your sensitivity to breaches in the fabric of the universe. You gain the ability to sense the location of all planar portals within 1 mile of you for the duration of the spell.

You know how far away and what direction any portals are in, as well as have advantage on ability checks to dispel or counter planar travel (as in counterspell and dispel magic when used on blink or gate) for the duration of the spell.

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Entropy

4th level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You focus the decaying essence of impending cosmic death onto a point of your choice within range, draining life from all beings. Each creature within a 20-foot radius sphere centered on that point must make a Constitution saving throw. Creatures take 4d8 necrotic damage on a failed save and their speed is halved for the duration of the spell. Creatures that succeed on the saving throw take half damage and are not slowed by this effect.

A target which fails the saving throw must also make a Constitution saving throw at the end of each of its turns, or take an additional 2d8 necrotic damage. On a successful save, the target takes no damage and the spell's effect ends for that creature.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each slot level above 4th.

Everwarp

8th level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (two interwoven loops of golden thread worth at least 200gp in total, which the spell consumes)
  • Duration: 1 hour

You touch a creature, providing them with spatial boons that allow their attacks to warp through portals in the fabric of local reality. For the duration, the target's melee attack range increases by 10 feet and attacking at long range does not impose disadvantage on their ranged weapon attack rolls.

Additionally, once per turn, when the target makes a melee or ranged weapon attack against a creature, they can choose to teleport up to 10 feet away from their current position to a currently unoccupied space that they can see immediately after the attack for the duration of the spell.

Lunacy

2nd level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You afflict a creature with mild insanity, disrupting their recognition of beings around them. A target of your choice that you can see within range must make an Intelligence saving throw or perceive two humanoids of your choice that both you and the target can see as the other. Each time the target takes damage, it can repeat the saving throw, ending the effect on a success.

An affected creature's mind fills in any gaps in differences of voice, gait, how the positions of selected creatures changed, and treats them appropriately as friends and enemies for the duration of the spell.

Magnetic Ward

5th level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 20-foot radius sphere of repulsing magical energy centered on you for the duration. This area is an electromagnetic bubble and only affects objects you select.

Creatures of your choice that possess or are wearing metallic objects, such as a metal weapon or a suit of heavy or medium metal armor that come into contact with the edge of the sphere must make a Strength saving throw or take 3d8 lightning damage and are unable to cross the border. Creatures that succeed take half damage and can pass.

Projectiles that consist of metal which contact the sphere's boundary can not pass through. You can use your reaction when a ranged attack is blocked by this effect to fire a charged projectile back towards the creature that shot it, forcing the creature to make a Dexterity saving throw or take 3d8 lightning damage, or half as much on a successful save.


At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

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Recall Positionality

6th level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (diamond dust worth at least 200gp)
  • Duration: Concentration, up to 10 minutes

Choose up to three creatures that you can see within range and summon an intangible beacon of stardust and starlight centered on the space each target occupies when this spell is cast which lasts for the duration. The beacon sheds bright light in a 5-foot radius and dim light for an additional 10 feet.

A creature you target with this spell can use its bonus action to immediately teleport to the space of a beacon. Once a target teleports to a beacon, the beacon disappears. The waning starlight from a disappearing beacon wraps around the target that teleports to it, causing the target to also immediately gain 2d8 temporary hit points.


At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can choose an additional creature for each slot level above 6th.


Relativity

1st level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a rabbit's foot and a turtle's shell)
  • Duration: Concentration, up to 1 minute

You attempt to simultaneously slow and hasten the ambient energy surrounding nearby creatures. A target of your choice within range must make a Wisdom saving throw or have its speed reduced by 10 feet for the duration of the spell.

If a target fails this saving throw, you can also select a creature within range and increase its speed by 10 feet until the spell ends. This effect can not reduce a target's speed below 0 nor give speed to a creature beyond the amount of reduced speed. Targets with no movement speed automatically succeed the saving throw.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can slow and hasten creatures by an additional 5 feet for each slot level above 1st.


Reselect Space

6th level conjuration


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 40-foot radius sphere of fluctuating spatial energy centered on a point of your choice within range, manipulating the positions of creatures inside of it. When you cast this spell, and and as a bonus action on your subsequent turns, you can select one creature that you can see within the area and immediately teleport it up to 20 feet from its position to a currently unoccupied space that you can see within the sphere.

An unwilling creature that you target with this spell must make a Wisdom saving throw to resist this effect.

Star Sight

9th level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

You call up to a friendly spirit of the stars themselves, requesting aid in your current endeavors. You can make a request of the spirit, which telepathically understands and communicates with you, doing its best to complete the task you have assigned it. You can choose one of the following options for your request:

Observe: Have the spirit survey the world from the skies, watching over a single creature of your choice on the same plane of existence from afar, able to observe and track the target as long as it is not obscured by magic. The spirit telepathically reports its observations to you when requested for the duration of the spell.

Obscure: You can request an illusory glamour fashioned from pure starlight to hide each creature of your choice within 60 feet of you for the duration of the spell. The spirit creates a mystical ward surrounding you, concealing the targets from all effects or spells that allow vision, detect location, or sense creature type, such as the scrying spell, the locate creature spell, or a paladin's Divine Sense.

Uncover: You can request a vision of the past in order to magically view a recreation of an event or time of your choice that occurred within 500 feet of you. You enter a trance for up to the duration of the spell, experiencing events that transpired in real time as though you were present, although unable to interact in any way. You can end this effect at any point before the spell ends. Any areas affected by an antimagic field during the event or time that you are viewing are unable to be observed, appearing as dark and silent voids.

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Supernova

7th level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a clear glass marble)
  • Duration: Instantaneous

You summon the ferocious explosion of power unleashed by a dying star in a 20-foot radius sphere centered on a point you choose within range. Each creature within this area must make a Dexterity saving throw or take 8d6 fire damage on a failed save or half as much on a success.

The explosion you summon then increases beyond your control, dealing an additional 8d6 fire damage within a 40-foot radius sphere centered on the same point at the start of your next turn and requiring another Dexterity saving throw for creatures in the area, dealing half damage on a success.


At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the initial radius increases by 10-feet and the secondary radius increases by 20-feet for each slot level above 7th. The damage of each explosion also increases by 1d6 for each slot above 7th.

Wall of Dusk

5th level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small bottle of ash)
  • Duration: Concentration, up to 10 minutes

A wall of shadowy gloom appears at a point you choose within range. The wall appears in any orientation you select: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The tenebrous wisps that constitute the wall block line of sight, but creatures and objects can pass through it.

Creatures of your choice that pass through the wall become invisible until the spell ends, as shadows coalesce around them. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell also ends for a target that attacks or casts a spell.

Each time a creature gains invisibility from this effect, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet in this way, creatures that are invisible from this effect remain so while you maintain concentration on this spell or until one of the other conditions to end it is met.


At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can increase the length of the wall by 10 feet for each slot level above 5th.

Multiclassing

Multiclassing Prerequisites
Class Ability Score Minimum
Astromancer Wisdom 13
Multiclassing Proficiencies
Class Proficiencies Gained
Astromancer
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This is Your Life

To help you create your astromancer, you can use the suggestions found on the following tables to help you decide your character's backstory and goals.

Call of Power

The majority of astromancers experience some sort of event or come from a long tradition of practitioners that led them to adopt their craft and ability to tap into cosmic energy. These callings may be quite distinct, varying between small and large influences in the life course of these powerful casters.

Call of Power
d6 Call
1 You received glorious visions from an astral being.
2 You had planned on becoming a cleric, but found their worship too constraining for your lofty dreams.
3 You were kidnapped as a child, forced to join a secretive sect that gifted you arcane power.
4 Your family are a long line of astromancers that expect great things from you.
5 You happened upon a tower belonging to a master who took you in and showed you cosmic patterns.
6 You have always had a knack for understanding the complex grandeur of cosmic mechanics.

Bond to the Beyond

Most people understand the world through their lived experiences and require proof to add new information to their perspective. Astromancy conflicts with this expectation, being a set of disciplines which are focused specifically on things which occur beyond the horizons of the world.

Consider how you might relate to your power. Is it something you came to believe in later in life? Have you held a fascination with light and stars from childhood? Perhaps you desired power anywhere you could find it?

























Bond to The Beyond
d6 Bond
1 You are uncertain about your relationship to this magic and hope to know more as you develop.
2 You have felt plagued by this magic your entire life.
3 The light and dark have always fascinated you.
4 You have difficulty understanding many things, except the mystifying workings of the universe around you.
5 Protecting the celestial design with cosmic power is your most precious duty.
6 You savor your power, regardless of its origin.

Inspiration for Adventure

Why have you ventured forth from your hermitage or observatory? Do you believe that a great calamity may soon befall the world and that you have the vision to stop it? Maybe you have been sequestered, requiring exploration for a perspective that cannot be granted by simple study.

Gaining a full understanding of the universe is a nearly futile effort, but gathering experience from around the world and planes may prove to be the most fruitful endeavor for this goal. Think about what prompted you to set out on your current adventure and how this may affect your viewpoint.

Inspiration for Adventure
d6 Inspiration
1 Whispers from the cosmos tempt you to seek danger.
2 A deity of the night sky has given you a sacred charge.
3 You aim to enact your own view of order in the world.
4 Your reading of the stars indicates a great change that will soon befall the world.
5 You have a burning desire to slaughter your enemies.
6 You yearn for vision only attainable from exploration.
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Astromancer Items


Amulet of Astral Adepts

Wondrous Item, rare (requires attunement by an astromancer)


This small pendant is comprised of a ring of plated gold inset with a bright gem, glittering with gossamer strands of the astral sea encased inside. This amulet helps you connect more closely to those around you by drawing on the psionic qualities of the Astral Plane. You can speak telepathically to any creature that possesses one of your Starmotes within 120 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
















Auroralight Robes

Wondrous Item, uncommon (requires attunement by an astromancer)


These robes seem white, but are woven of all colors, and if the wearer moves they shimmer and change hue so that the eye is bewildered. These robes increase the range of dim light shed by your Starmote feature by 30 feet.

Codex of Cosmic Mechanics

Wondrous Item, very rare (requires attunement by an astromancer)


This thick tome is bound in dark leather, densely incribed with diagrams that describe advanced celestial circumstances and relationships. The book has 4 charges, and it regains ld4 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • You can expend 2 of its charges to cast arcane gate, recall positionality, or reselect space, using your spell save DC.
  • When you give a creature a Starmote, you can expend 1 charge to cause them to gain blindsight out to a range of 30 feet for 1 minute.
  • When a creature that possesses one of your Starmotes is hit by an attack, you can use your reaction to expend 1 charge to teleport the creature up to 10 feet to an unoccupied space you can see. If the new position of the creature is out of range of the attack, it misses.

Cradle of Stars

Wondrous Item, rare (requires attunement by an astromancer)


This diadem of bright gold is inset with brilliant opals, each of which seems to possess clouds of multicolored and shimmering dust within. While wearing this crown, you can use your action to choose three 15-foot cubes centered on points you can see within 120 feet of you and force each creature these areas to make a DC 15 Dexterity saving throw. Creatures take 4d4 radiant damage on a failed save, or half as much damage on a successful one. You can expend your choice of currently active Starmotes to increase this damage by 1d4 radiant damage for each Starmote chosen.

A creature in more than one area of this effect is affected by all areas, but only makes a single saving throw. Once used, this item can't be used in this way again until the next dawn.

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Mantle of Eternal Continuum

Wondrous Item, legendary (requires attunement by an astromancer)


This cloak of pure white and golden threading seems to glimmer with indiscernible patterns as you will them to occur. A powerful feeling to disassociate from your body fills your mind whenever you lose focus while wearing this.


You gain these benefits while wearing this mantle:

  • If you are not wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You can summon or dismiss Starmotes as a bonus action.
  • You gain advantage on death saving throws and regain 1 hit point on a roll of 19 or 20.
  • You can cast the astral projection spell at will, targeting only yourself, and your astral cord cannot be cut unless you want it to be. Additionally, dispel magic will not dispel this effect, unless you want it to.























Moonstone Amulet

Wondrous Item, uncommon (requires attunement by an astromancer)


While wearing this amulet of lunar rock enmeshed within a set of silver bands, you have darkvision out to a range of 120 feet, as long as you have one of your Starmotes active on yourself. You also always know the time of night or day, as well as the position and phase of the moon while you are wearing this pendant.

Ring of Star Signs

Ring, very rare (requires attunement by an astromancer)


This ring has a mercurial form, constantly shifting the designs of constellations that decorate the band of metal. Every day at dawn you roll a d8 to determine what boon the ring provides. You lose any boons you currently have whenever you receive a new boon. When found, it provides one of the d8 options that is chosen by the DM.

d8 Sign Boon
1 The Owl You have advantage on Wisdom (Perception) checks that rely on hearing or sight.
2 The Serpent You have advantage on Dexterity (Stealth) checks and have resistance to poison damage.
3 The Fish You have a swimming speed equal to your walking speed and can breathe underwater.
4 The Bull You have advantage on Strength saving throws.
5 The Tome You can add your proficiency bonus to one skill or tool of your choice.
6 The Chalice When you regain hit points from a spell or other magical effect, you can regain an additional amount of hit points equal to 1d8.
7 The Wings A creature that possesses one of your Starmotes gains a flying speed of 10 feet.
8 The Crown You gain access to any other two boons of your choice that this ring provides.
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Robes of the Voidborn

Wondrous Item, rare (requires attunement by an astromancer)


This robe is woven with the darkest onyx and ebony threads, seemingly dimming the light around it. While you wear this robe, you gain the following benefits:

  • You have resistance to radiant damage as long as you have one of your Starmotes active on yourself .
  • You have advantage on Dexterity (Stealth) checks while in areas of dim light or darkness.
  • You can speak the command word as an action to cause dark tendrils to burst forth from the robe, forcing one creature of your choice within 5 feet of you to make a DC 14 Dexterity saving throw or take 2d8 bludgeoning damage and become restrained until the start of your next turn. A creature that succeeds on the saving throw takes half damage and is not restrained. Once used, the robe can't be used in this way again until the next dawn.

Scepter of the Starseeker +1, +2, +3

Rod, uncommon (+1), rare (+2), very rare (+3) (requires attunement by an astromancer)


While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DC of your astromancer spells, which is determined by the item's rarity. Additionally, you can increase your maximum number of Starmotes by one additional Starmote than indicated on the Active Starmotes column of the Astromancer table for your level.

The Final Spark

Wondrous Item, very rare (requires attunement by an astromancer)


A spark of creation has been bound within this small crystal sphere in order to protect it. This translucent orb counts as an arcane focus for you. The orb weighs 1 pound, has an AC of 15, has 50 hit points, and has resistance to all damage except bludgeoning, piercing, and slashing damage done by magical weapons that are adamantine. The orb regains all missing hit points at dawn.

If the orb is destroyed, the raw cosmic power within erupts. Every creature in a 60-foot radius sphere of the orb must make a DC 20 Dexterity saving throw or take 10d6 force damage and 10d6 radiant damage on a failed saving throw, or half as much on a successful one.

While holding this orb, you can draw on the force of the spark within. You can use an action to make a ranged attack roll against a creature of your choice within 120 feet of you, using your spell attack bonus. On a hit, the target takes 5d6 force damage and 5d6 radiant damage. Once this effect is used, it can not be used again until the next dawn.

If this item is not used for 7 consecutive days, the spark's power grows. The next time you make this attack after this period, it also creates a line up to 120-feet long and 5-feet wide, ending at the target. Each creature in this line other than the target must make a DC 16 Dexterity saving throw or take the same amount of damage as the target on a failed save, or half as much on a successful one.

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Magic Items

Armillary Observatory

Wondrous Item, very rare


This small disk of brass and golden bands is marked with numerous platinum glyphs to signify protection and divination. You can spend 1 minute to transform the item into an armillary sphere and speak its command word. The sphere enlarges into an observatory that remains in place until you use the command word that dismisses it, which only works if the observatory is empty.

The observatory is a dome, 120 feet in diameter. The observatory exists as a large room surrounded by an armillary sphere with a massive telescope. Each creature in the area where the observatory appears is conveniently avoided by the growing series of armillary sphere bands and the room. Objects in the area that aren’t being worn or carried are pushed to an unoccupied space outside but next to the dome.

The observatory contains a single large room and is luxuriously furnished. The room contains the telescope, a single door, writing desks, and a series of floating magical globes with faint depictions of different worlds imprinted on them. The ceiling of the room is malleable, reflecting any constellations or night skies that the user decides. The room also possesses 18 large bookcases laid into the walls that may be folded down and pulled out into comfortable bedding. The books and scrolls contained within the observatory can appear to be those that the user has read before or that have been previously placed on the bookshelves by users of this item.

If a creature finishes a long rest within the observatory, they gain a slight insight into their coming future from the ambient astromagical energy within the dome. The creature gains a 1d6, which they can roll and add the number rolled to one ability check, attack roll, or saving throw it makes until it finishes its next long rest.

Furnishings and other objects created by this item dissipate into mist if removed from the dome and reappear in their location when the item is next used. The bands and walls of the room each have 100 hit points. If the observatory is damaged, it slowly repairs the damage over 7 days.


















































Bead of Horrific Beings

Wondrous Item, uncommon


This small bead of obsidian contains a captured entity from the very edge of existence. When you use an action to break the bead, a Star Spawn Aberrant Spirit is summoned as if you had cast the summon aberration spell, and the bead's magic is lost.

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Bottled Starlight

Wondrous Item, rare (requires attunement)


This glimmering crystal decanter possesses 3 charges that refresh daily at dawn. You can spend an action to uncork this bottle and expend 1-3 charges, causing brilliant starlight to spill forth in a 30-foot cone originating from you in a direction of your choice. Each creature in this area gains temporary hit points equal to 1d8 per expended charge for up to 1 hour.

Bright light remains in this area for a number of rounds equal to the number of charges expended and this area sheds dim light for an additional 10 feet.



























Nebulous Necklace

Wondrous Item, rare


This necklace of sparkling amethyst has a variety of subtle lights that shine within it, but only upon close inspection. While wearing it, you can cast one of your choice of the blur or silent image spells. If you cast silent image in this way, it requires a creature to succeed on a DC 14 Intelligence (Investigation) check to discern the true nature of the illusion. After either spell is cast using this item, the necklace can't be used in this way again until the next dawn.

Pouch of Stardust

Wondrous Item, very rare


This pouch contains 1d4+1 pinches of glittering powder, which seems to scintillate even without light present. You can spend an action to take a pinch from this pouch and toss it into the air around you. Up to 4 creatures of your choice within 10 feet of you gain the effects of true seeing for 1 hour.




























Lunarune Quill

Wondrous Item, uncommon


The tip of this beautiful owl-feather quill radiates a soft spectral glow that briefly lingers on any writing you create. You gain advantage on any ability checks you make to create a physical forgery of a document using this quill.

Additionally, while holding this item, when you write on parchment, paper, or some other suitable writing material you can speak the item's command word to cast an illusion on the script which lasts until dispelled. This illusion makes the writing invisible to all creatures except when in moonlight. You can designate whether this triggering light is from all moonlight or from a specific phase of the moon when you use the item in this way.

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Revelationist's Lightward

Armor, very rare (requires attunement)


This shield is a radiant aegis, marked with astromagical runes and inlaid with luminous gems. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. While holding this shield, you also have resistance to radiant damage.

The shield has 3 charges and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • Blinding Retribution. When you are hit by an attack by a creature within 30 feet of you, you can use your reaction to expend 1 charge to cause a brilliant flash, forcing the attacking creature to make a DC 15 Constitution saving throw or become blinded until the end of their turn.
  • Divine Intervention. When a creature within 30 feet of you takes damage, you can use your reaction to expend 1 charge to halve the damage the creature takes and then take damage equal to the amount of damage prevented. This property does not transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
  • Martyrdom. You can use a bonus action to expend 2 charges to shed bright light in a 20-foot radius and dim light for an additional 10 feet, as well as give yourself advantage on all attack rolls and saving throws until the end of your next turn. You can only expend charges in this way if you start your turn in combat with fewer than half of your hit points remaining. This effect ends early if you have more than half of your hit points.

Ring of the Nightbringer

Ring, very rare (requires attunement)


This ring of iron and gray diamond possesses 4 charges and regains 1d4 charges at dawn. You can use the charges in the following ways while holding it:

  • Sleep. You can expend 1 charge to cast sleep from the ring. The wearer can expend additional charges to increase the spell's level by 1 for each extra expended charge.
  • Dark Walker. You can expend 2 charges to cast either darkness or darkvision from the ring.
  • Native of the Night. You can use an action to expend 4 charges and give up to 6 creatures of your choice within 10 feet of you advantage on Dexterity (Stealth) ability checks for up to 1 hour. When affected in this way, a creature also gains 10 feet of movement speed while in areas of darkness.

River of Stars

Weapon (whip), rare (requires attunement)


This whip's handle is made of twisting ebony wood, connected to a thong and fall of spectral stars. You gain a +1 to hit and damage rolls made with this weapon. When you hit with an attack using this magic whip, the attack does an additional 1d4 radiant damage.

As a bonus action, you can speak the command word to cause the whip to extend an additional 5 feet in length for 1 minute, the extra reach seemingly formed by pale radiant starlight. For the duration, the whip also sheds dim light in a 10-foot radius. This property can't be used again until the next dawn.

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Shiftingsky Spire

Staff, legendary (requires attunement by a spellcaster)


Considered to be the grandest of items to be crafted by early astromancers, the Shiftingsky Spire is a mercurial staff that develops alongside its owner. This treasure changes its state and grants access to greater might, in the form of various spells, as well as celestial and gravitational powers. The Shiftingsky Spire also transforms as it grows in ability in order to emulate the majestic appearance of cosmic bodies, such as the moon or stars.

The times at which this staff might change from one state to the next largely depends on its wielder and their experiences. It may shift from its dormant state to its awakened one after its owner goes through a particularly intense or emotional trial, or may undergo a change to its exalted form once the spellcaster using it reaches a certain level of power or understanding.


Dormant

While the Shiftingsky Spire is in a dormant state, the staff has 8 charges and regains 4 (1d4+2) charges daily at dawn. While holding the staff, you can expend 1 or more of its charges to cast the following spells from it, using your spell save DC: relativity (1 charge), lunacy (2 charges), or skywrite (2 charges).

Additionally, while holding this staff, you can use an action to expend 1 charge and create a Lesser Starmote for a creature within 60 feet of you. This Lesser Starmote sheds dim light in a 30-foot radius and lasts for up to 8 hours. The mote and this light are only visible to the creature. This Lesser Starmote disappears if you create another one.


Awakened

When the Shiftingsky Spire reaches an awakened state, you gain the following benefits:

  • The staff has 12 charges and regains 5 (1d6+2) expended charges daily at dawn.
  • You can also spend charges to cast the following spells from the staff: vortex warp (2 charges) or detect rift          (2 charges).
  • You have a +1 to spell attack rolls and your spell save DC increases by 1.

Exalted

When the Shiftingsky Spire reaches an exalted state, you gain the following benefits:

  • The staff has 20 charges and regains 6 (1d8+2) expended charges daily at dawn.
  • You can also spend charges to cast the following spells from the staff: recall positionality (6 charges), reselect space (6 charges), or crown of stars (7 charges).
  • As a bonus action, you can create a minor gravitational warp in your local area. You can choose one creature that you can see within 30 feet of you and the target must succeed on a Strength saving throw against your spell save DC or be moved 10 feet toward or away from you.
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Sigilian Star Charts

Wondrous Item, legendary (requires attunement by a spellcaster)


One of the greatest treasures to have come from the legendary city of Sigil, these charts are thought to have belonged to the Lady of Pain, herself, before they were stolen away during the Faction War. This stellar atlas possesses the following properites:

  • While holding these charts, you know the banishment, demiplane, plane shift, and teleport spells.
  • The maps will always show the current layout of the multiverse and planes, updating every day at dawn. While holding them, you can make a DC 25 Intelligence (Investigation) check to try and locate any world or plane in existence as long as you know the location's name or ruling entity. If you fail this check, you suffer 1 level of exhaustion and the charts cannot be read again until the next dawn.
  • If you use this item to discover the location of a plane while holding these maps, you do not need to possess a forked rod attuned to that plane to travel there with the plane shift spell for 24 hours.
































Starfall

Weapon (glaive), very rare (requires attunement)


This dark blue and ivory glaive possesses a strange, yet graceful crescent curve to its blade. You gain a +2 bonus to attack and damage rolls made with this weapon. While holding this glaive, you have resistance to necrotic or radiant damage. You choose between these resistances when you finish a long rest.

As an action, you can swing this glaive in an arc in front of you, sending forth a wave of radiant energy. Each creature in a 30-foot long and 10-foot wide line originating from you in a direction of your choice must make a Dexterity saving throw or take 4d8 radiant damage on a failed save, or half as much damage on a successful one. This property can't be used again until the next dawn.

Starseer's Astrolabe

Wondrous Item, uncommon


This golden astronomical instrument is inlaid a series of glyphs that help to predict forthcoming weal or woe. You have advantage on Wisdom (Survival) checks to determine your location or direciton while using this astrolabe.

While holding this item, you can cast the augury spell with it without requiring material components. The astrolabe can't be used in this way again until the next dawn.

Starsunder

Weapon (scimitar), very rare (requires attunenment)


This scimitar consists of a silver handle connected to a black blade, seemingly pulling in the light around it. You have a +1 bonus to attack and damage rolls made with this weapon.

When you make an attack roll with this weapon against a creature and hit while you or the target are in an area of darkness, the weapon deals an additional 1d6 force damage. When you attack a creature with this weapon and roll a 20 on the attack roll while you or the target are in an area of darkness, the target must also succeed on a DC 14 Wisdom saving throw or immediately use its reaction, if available, to move half its speed away from you. The creature doesn’t move into obviously dangerous ground, such as a pit.

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Twilight Watcher's Band

Wondrous Item, rare (requires attunement)


This bracelet of cobalt-tinged platinum possesses strange, but useful, properties concerning the passage of time. While wearing this item, you can cast your choice of the haste or slow (spell save DC 14) spells.

After either spell is cast using this item, the bracelet can't be used in this way again until the next dawn.


Sunfire Signet

Ring, rare (requires attunement)


This ring is comprised of a brilliant gold band inset with a bright and impressive ruby, which gives off a slight warmth in its immediate vicinity. While wearing this ring, you have the following benefits:

  • You can cast produce flame (spell attack modifier +6).
  • You deal an additional 1d4 fire or radiant damage (your choice) to a creature or object that you damage with an attack or spell that deals fire or radiant damage.
  • When you take damage that would reduce you to 0 hit points, you can cause an explosion of sunfire in your immediate vicinity. Each creature within 5 feet of you must make a DC 14 Dexterity saving throw, taking fire or radiant damage (your choice) equal to your level on a failed save, or half as much on a successful one. The ring can't be used in this way again until the next dawn.

Tailor's Starthread

Wondrous Item, common


This thread is imbued with light amounts of stardust and used by clothiers and enchanters alike. The illusory properties of the stardust allows you to change the color or pattern of any item of clothing.

When this thread is woven into an outfit, the wearer can use a bonus action for it to shed dim light in a 5-foot radius for up to 1 minute. The light created by this effect is magical, but other effects of magical light or darkness, such as the effects of the light or darkness spells, that overlap these areas will take priority over this feature for as long as they remain. This property can't be used again until the next dawn.


Temporal Treads

Wondrous Item, uncommon


These boots or shoes endure well yet are strangely cobbled, seemingly wavering slightly in space, even when perfectly still. While wearing them, you can use a bonus action to gain 10 feet of speed until the end of your turn. When you use these treads in this way, you also lose 10 feet of speed on your following turn.

Additionally, you can cast relativity (spell save DC 12), but can only target yourself with the hastening portion of the spell. This property can't be used again until the next dawn.

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Unstable(ish) Spatial Fracture Device

Wondrous Item, rare


This perfectly smooth and strangely ominous small silver ball is inset with small windows of glass, a couple of which have noticeable cracks. You can use an action to throw the device into the air immediately above you and speak its command word. The sphere shines briefly before emitting wild spurts of energy, randomly summoning pairs of linked teleportation portals in the area. The portals created by this effect last for 1 minute, are circular, have a 10 foot diameter, and are glowing rings filled with blacked void. The portals hover inches from the ground and perpendicular to it at the points you choose.

When this occurs, roll a d4. This determines how many pairs of portals the device creates. For each pair of portals, roll a d6 and multiply the result by 10. This determines how many feet from the space of the device that both linked portals are created. For each pair, also roll a d8 and assign a direction to each die face. Roll a d8 for the first portal and then a d8 for the second of each pair. Reroll the d8 for the second portal if the result of the d8 is the same as the first.

If a portal would open in a space occupied by a creature or object, nothing appears for that pair of portals. Any creature or object entering a portal exits from its paired portal as if the two were adjacent to each other. When a creature enters a portal, they roll a d100. On a roll of 1, the creature is teleported to a random space within 1 mile. The void that fills each portal is opaque and blocks vision through it. This property can't be used in this way again until the next dawn.

Void Essence

Potion, rare


This vial of blackened liquid is the result of distilling the dark nature of the endless expanse and tenebrous night into an oily tincture. The liquid can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the potion takes 10 minutes. The affected creature then gains the following benefits for 8 hours:

  • The creature has advantage on Dexterity (Stealth) checks.
  • The creature has darkvision out to a range of 120 feet.
  • The creature gains the effects of nondetection.





















Void-Tainted Rations

Wondrous Item, uncommon


This kit of dried food has somehow come into contact with an alien ichor from beyond the world and plane. A creature that eats the food inside gains the following effects in a random order of the DM's choice, gaining a new effect every day after finishing a long rest, which lasts until removed by greater restoration, remove curse, or wish.

  • The creature gains a vestigial tentacle of random length and color connected to a random place on their body.
  • The creature's skin becomes slightly rubbery to touch.
  • The creature's eyes lose their whites, irises, and pupils; simply becoming a glistening black.
  • The creature's perspiration becomes green slime.
  • All words spoken by the creature can be understood by creatures that speak Deep Speech.
  • The creature occasionally hears incomprehensible whispers while they are by themselves.
  • The creature's shadow is darker than the shadows of other creatures and objects around it.

If a creature possesses all of these effects, they also gain telepathy out to a range of 30 feet. If an effect that a creature possesses is removed after it begins to gain effects in this way, the creature is considered no longer affected by this item and does not gain new effects, although it still retains any other effects it has gained.

Volume of the Impending End

Wondrous Item, very rare (requires attunement)


This tome is filled with ravings of prophetically announced cosmic catastrophe that bring visions of madness to your mind while it is open. While holding this book you gain 3 charges. You can use 1 charge to slightly foresee the future, giving you advantage on an ability check, attack roll, or saving throw that you make, which you must declare before you roll. The tome regains 1 expended charge daily at dawn.


Cursed: The user is unwilling to unattune from this item. Additionally, if the user gains advantage on a roll using this item, they only regain half the amount of hit points they should from magical healing until they finish a long rest.

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Warp Focus

Wondrous Item, uncommon


This arcane focus is a small amethyst orb imbued with minor gravitational magic. As a bonus action, you can try to move one creature you can see within 30 feet of you. When you do so, the target must succeed on a DC 12 Strength saving throw or be moved 5 feet toward or away from you.


Worldwarder's Wraps

Wondrous Item, rare (requires attunement)


These brown and black leather gloves constantly trickle with dust, which gives off the impression that they are quite dirty at all times. While wearing these gloves, you become aware of the true nature of any aberration, celestial, fey, or fiend by sensing what type of creature it is upon touching them.

Additionally, you can cast banishment (spell save 15). These gloves can't be used in this way again until the next dawn.



























Zenith Blade

Weapon (any sword), very rare (requires attunement)


This flaming blade embodies the relentless ferocity of the sun at its apex, only ceasing its flaming brilliance while inside a sheath. When you hit with an attack using this blade, the target takes an additional 1d8 fire damage.

Additionally, you can wield the intense gravitational pull of the sun when striking with this blade. Once per turn when you hit a creature with an attack, you cause them to lose half their speed until the end of their next turn. If you make an opportunity attack against a creature affected in this way, you have advantage on the attack.


























Wanderlight Lantern

Wondrous Item, rare (requires attunement)


This lantern shines with concentrated luminosity from the stars, which can light the way for you even in the darkest of times. While holding this item, you can use a bonus action to lift the lantern and cause it to shed bright light in a 10-foot radius and dim light for an additional 10 around you for up to 1 hour. The bright light ends any area of magical darkness that it touches. This lantern can't be used in this way again until the next dawn.

While the lantern is shining light in this way, you can use a subsequent bonus action to cause the lantern to swing in a direction, showing you which way is true north.

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Monsters

The creatures that exist which have either been affected in some way by cosmic powers or have originated from beyond a physical world are numerous. Such as with races, the following creations are simply examples of creatures that an adventuring party may come in to contact with, whether to fight or parlay.

Astral Dragon

Majestic, powerful, dignified, and beautiful. Astral dragons are a breed of exceedingly magical dragons that are native to the Astral Plane. These dragons possess many unique qualities that result in them being some of the greatest of dragons, such as their eggs strangely growing to become their lairs, their rumored circumvention of bans on magic above 9th level, or their wingless, yet graceful ability to fly through the gossamer starscape of the astral sea.

Astral Travelers. While astral dragons are native to the Astral Plane and spend the majority their time there, they have the innate ability to travel to any plane they wish. They must do this in order to age, as they are unable to do so while in the astral sea. These beings do not travel without caution, however, as they are in danger of contracting a disease, known as astrolomitis, whenever they move to a foreign plane. This causes these dragons to violently rampage across wherever they are stranded, until they can be put down or somehow find their way back to their home.

    Singularly Non-Psionic. Paradoxical to the extreme, these creatures that epitomize the realm of psionics have no such powers, themselves. Although these dragons can grow to be immensely powerful spellcasters, their breath and bites inflict psychic damage, and they can naturally sense when psionic abilities being used for several miles around them, they cannot actually use psionics to cast spells or affect others. This limitation, however, does not prevent these beings from becoming some of the greatest powers in both the Astral Plane and the multiverse beyond.


Astral Dragon Wyrmling

Medium dragon, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 13 (+1) 10 (+0) 13 (+1)

  • Saving Throws Dex +3, Con +4, Wis +2, Cha +3
  • Skills Perception +4, Stealth +3
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened, prone
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Astral Native. The dragon can cast plane shift (self only) at will without material components, but only to the Astral Plane while it is in any other plane.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) psychic damage.

Astral Breath (Recharge 5-6). The dragon exhales a wave of astral force in a 15-foot cone. Each creature in that area must succeed on a DC 12 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is affected by the effect of the confusion spell until the end of their next turn. A creature that succeeds the saving throw takes half damage and is not affected by the confusion effect.

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Young Astral Dragon

Large dragon, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 19 (+4) 16 (+3) 11 (+0) 18 (+4)

  • Saving Throws Dex +5, Con +8, Wis +4, Cha +8
  • Skills Perception +8, Stealth +5
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened, prone
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge 9 (5,000 XP)

Astral Native. The dragon can cast plane shift (self only) at will without material components, but only to the Astral Plane while it is in any other plane.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) psychic damage..

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Astral Breath (Recharge 5-6). The dragon exhales a wave of astral force in a 30-foot cone. A creature in that area must succeed on a DC 16 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and is affected by the effect of the confusion spell until the end of their next turn. A creature that succeeds the saving throw takes half damage and is not affected by the confusion effect.


Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take the following lair actions; the dragon can't take the same lair action two rounds in a row:

Astral Misalignment. The dragon targets up to three creatures of its choice within the lair, each of which must make a DC 15 Wisdom saving throw or be teleported to an unoccupied space that it can see in the lair.

Gravity Lapse. The dragon creates or warps the gravity of the Astral Plane within its lair. The dragon temporarily suspends the movement rules granted by the Astral Plane, causing all creatures within the lair to move as though they were on the Material Plane. This effect ends if the dragon uses another lair action.

Sunder Spell. The dragon chooses one spell or magical effect that it can see within the lair, which immediately ends.

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Adult Astral Dragon

Huge dragon, neutral


  • Armor Class 19 (natural armor)
  • Hit Points 212 (17d12 + 102)
  • Speed 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 14 (+1) 22 (+6) 17 (+3) 13 (+1) 18 (+4)

  • Saving Throws Dex +5, Con +8, Wis +4, Cha +8
  • Skills Perception +8, Stealth +5
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened, prone
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic, telepathy 120 ft.
  • Challenge 16 (15,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Astral Native. The dragon can cast plane shift (self only) at will without material components, but only to the Astral Plane while it is in any other plane.

Spellcasting. The dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The dragon has the following wizard spells prepared:

Cantrips (at will): fire bolt, mind sliver, minor illusion, prestidigitation                                                              1st level (4 slots): absorb elements, shield                   2nd level (3 slots): invisibility, magic aura, mind whip 3rd level (3 slots): counterspell, intellect fortress, sending, slow

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) psychic damage..

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Astral Breath (Recharge 5-6). The dragon exhales a wave of astral force in a 30-foot cone. Each creature in that area must succeed on a DC 19 Wisdom saving throw. On a failed save, a creature takes 58 (13d8) psychic damage and is affected by the effect of the confusion spell until the end of their next turn. A creature that succeeds the saving throw takes half damage and is not affected by the confusion effect.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Claw. The dragon makes one Claw attack.

Dimensional Drift. The dragon moves up to its flying speed without provoking attacks of opportunity.

Psychic Singularity (Costs 2 Actions). The dragon focuses its mind at a point within 60 feet of it. Each creature within 10 feet of this point must make a DC 19 Intelligence saving throw or take 13 (3d8) psychic damage and have their Intelligence score reduced by 2 (1d4). If the d20 roll for this saving throw is a 20, a creature does not have their Intelligence score reduced, regardless of any modifiers.

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Ancient Astral Dragon

Gargantuan dragon, neutral


  • Armor Class 22 (natural armor)
  • Hit Points 445 (27d20 + 162)
  • Speed 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 23 (+6) 22 (+6) 15 (+2) 20 (+5)

  • Saving Throws Dex +9, Con +13, Wis +9, Cha +12
  • Skills Perception +16, Stealth +9
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened, prone
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 23 (50,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Astral Native. The dragon can cast plane shift (self only) at will without material components, but only to the Astral Plane while it is in any other plane.

Spellcasting. The dragon is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The dragon has the following wizard spells prepared:

Cantrips (at will): fire bolt, mending, mind sliver,    minor illusion, prestidigitation                                      1st level (4 slots): absorb elements, shield                   2nd level (3 slots): magic aura, mind whip                  3rd level (3 slots): counterspell, fireball, intellect fortress, sending, slow                                                  4th level (3 slots): greater invisibility                             5th level (2 slots): dream, mislead, telekinesis, synaptic static, wall of force                                                        6th level (1 slot): chain lightning, mental prison, tasha's otherworldly guise                                                         7th level (1 slot): crown of stars, dream of the blue veil 8th level (1 slot): feeblemind                                       9th level (1 slot): time stop, wish

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) psychic damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Astral Breath (Recharge 5-6). The dragon exhales astral force in a 90-foot cone. Each creature in that area must succeed on a DC 21 Wisdom saving throw. On a failed save, a creature takes 67 (15d8) psychic damage and is affected by the effect of the confusion spell until the end of their next turn. A creature that succeeds the saving throw takes half damage and is not affected by the confusion effect.

Astral Shatter. The dragon teleports to an unoccupied space within 60 feet of it. Each creature within 10 feet of the dragon after it teleports must make a DC 21 Constitution saving throw or have disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes until the end of the dragon's next turn.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Claw. The dragon makes one Claw attack.

Dimensional Drift. The dragon moves up to its flying speed without provoking attacks of opportunity.

Spellcasting (Costs 2 Actions). The dragon casts a spell.

Psychic Singularity (Costs 2 Actions). The dragon focuses its mind at a point within 60 feet of it. Each creature within 10 feet of this point must make a DC 21 Intelligence saving throw or take 13 (3d8) psychic damage and have their Intelligence score reduced by 2 (1d4). If the d20 roll for this saving throw is a 20, a creature does not have their Intelligence score reduced, regardless of any modifiers.

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Cosmicborn Chimera

An avatar of unbridled fury and ego, this monstrosity stalks the highest peaks and skies of the night. Jealous of the Demogorgon's original and gruesome design for chimeras, other princes of the Abyss sought to band together in a rare period of partnership to surpass the Prince of Demons' prototype. Taking advantage of a moment of stellar alignment, these entities corrupted cosmic energy, perverting chimeras to be greater and more terrible than ever before.

Distorted Grace. These creations no longer possess the natural grandeur belonging to the beings and forces from which they originate. An overwhelming ego from the dragon's head compels the chimera to gather hoards and command the subservience of lesser beings, while the lion and goat heads drive this abomination to challenge any creatures which dare enter the territories to which it lays claim. Infused and empowered by powerful magic, these traits are only accentuated; providing the chimera with incredible confidence and strength.

Champions of Evil. Contrary to their relatively tame ancestors, these beings have transcended the tendency to be subjugated by mortal hands. Those who attempt to do so have a propensity to end up punctured, torn, and disintegrated in equal measure before the chimera's heavenly, yet terrifying visage.




Cosmicborn Chimera

Large monstrosity, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 3 (-4) 14 (+2) 16 (+3)

  • Saving Throws Str +10, Con +9, Wis +6, Cha +7
  • Skills Perception +10
  • Damage Resistances cold, force, radiant
  • Senses darkvision 60 ft., passive Perception 20
  • Languages Understands Draconic, but can't speak
  • Challenge 12 (8,400 XP)

Innate Spellcasting. The chimera's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells requiring no components:

At will: dancing lights, detect magic                   1/day each: dimension door, fear, minute meteors

Starform. The chimera has advantage against all spells and effects that that alter its form, reduce its speed, or cause it to be paralyzed or restrained.

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its starfury breath is available, it can use the breath in place of its bite or horns.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) force damage.

Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage plus 5 (1d10) force damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) force damage.

Starfury Breath (Recharge 5-6). The dragon head exhales cosmic destruction in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 26 (6d8) force damage and 26 (6d8) radiant damage on a failed save, or half as much damage on a successful one.

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Duskova

Twilight, the inevitable transition which brings the night and represents the finality of cosmic order, is often met with trepidation and fear. Duskova are the angelic beings which seek to preserve this sliver of the universal design, often believed to help deities ensure the cyclical coming of the moon, stars, and natural end of mortal life.

Angels of Death. These celestial beings are less bound to ideals of good than many angels, instead seeking to maintain cosmic law with divine conviction. They condemn those who attempt to abrogate the plans of predestination and escape their unavoidable end through means of lichdom or otherwise. In the eyes of the duskova, death is not an end to escape, but rather a natural transition that all mortal beings must endure.

Ushers of Dusk and Destiny. Though known to serve gods that rule over the night sky, duskova will more often hold positions under deities of fate and death. While their angelic parallels, the emerossi, are agents of the dawn and wield the rising light of day, duskova take advantage of twilight gloom and rapidly sundering strikes to harm those that would dare challenge order.



Duskova

Medium celestial, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 173 (23d8 + 69)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
17 (+3) 23 (+6) 16 (+3) 15 (+2) 18 (+4) 22 (+6)

  • Saving Throws Con +8, Wis +9, Cha +11
  • Skills Insight +9, Perception +9
  • Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 15 (13,000 XP)

Angelic Weapons. The duskova's weapon attacks are magical. When the duskova hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Falling Sun. Creatures that start their turn within 10 feet of the duskova must make a DC 17 Constitution saving throw or be unable to regain hit points until the start of their next turn. If a creature is prevented from regaining hit points from a spell in this way, the duskova regains hit points equal to the amount of healing prevented.

Fatalism. Whenever the duskova reduces a target to 0 hit points, the target has disadvantage on death saving throws until it dies or regains consciousness.

Magic Resistance. The duskova has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The duskova uses Inevitable Dusk if it can. It then makes three attacks with its Duskblade.

Duskblade. Melee Weapon Attack: +11 to hit, reach 5ft., one creature. Hit: 10 (1d8 + 6) slashing damage plus 18 (4d8) radiant damage.

Inevitable Dusk (Recharge 6). The duskova summons the gloom of dusk in 20-foot radius of the duskova. Other creatures in this area must make a DC 17 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Shadow Step. The duskova magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space that it can see in an area of dim light or darkness.

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Emerossi

Medium celestial, lawful good


  • Armor Class 17 (natural armor)
  • Hit Points 157 (21d8 + 63)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
17 (+3) 21 (+5) 16 (+3) 16 (+3) 21 (+5) 22 (+6)

  • Saving Throws Con +8, Wis +10, Cha +11
  • Skills Insight +10, Perception +10
  • Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened
  • Senses truesight 120 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 15 (13,000 XP)

Spellcasting. The emerossi is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The emerossi has the following cleric spells prepared:

Cantrips (at will): guidance, sacred flame, thaumaturgy, word of radiance                                1st level (4 slots): command, faerie fire                2nd level (3 slots): blindness/deafness, scorching ray, spiritual weapon                                                 3rd level (3 slots): daylight, remove curse             4th level (3 slots): guardian of faith, wall of fire    5th level (2 slots): dawn, flame strike, holy weapon

Inexorable Conviction. The emerossi can maintain concentration on up to two spells at the same time.

Rising Sun. The emerossi regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in an area of magical darkness.

Magic Resistance. The emerossi has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The emerossi uses Inevitable Dawn if it can. It then makes two attacks with its Dawn Stave.

Dawn Stave. Melee Weapon Attack: +10 to hit, reach 5ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) fire damage.

Inevitable Dawn (Recharge 5-6). The emerossi summons the light of dawn in 20-foot radius of the emerossi. Other creatures in this area must make a DC 18 Constitution saving throw or take 28 (8d6) radiant damage and become blinded until the end of its next turn. A creature that succeeds on this save takes half damage and is not blinded.

Light Step. The emerossi magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space that it can see.

Emerossi

Emerossi are the angelic keepers of the dawnward horizon. These celestial beings are thought to ensure that the sun will rise each morning, adhering to the eternal and inevitable cycles of twilight and fate.

Ushers of Dawn and Fate. These beings often serve as retainers for deities which rule over the sun, but are also faithful towards gods of destiny, knowing that their everlasting duty to the rising of dawn is a reflection of predestination and cosmic order. Even among other celestial beings, the emerossi are known as eternally and intensely committed to their heavenly cause. Any attempts to disturb the cycle of destiny are met with ferocious retaliation.

Light-bound. As opposed to their angelic relatives, the duskova, that unerringly ensure the coming of death and dusk, these beings wield fire and light to fulfill their commitment toward keeping the plans of providence intact. When sent to battle upon material worlds or defending their native Upper Planes from the influence of evil, they are known to act in tandem with both solars and planetars, commanding powerful divine magic to protect their allies and strike down foes.
































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Entropulum Grub

Medium aberration, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 9 (-1)

  • Damage Resistances force
  • Senses darkvision 30 ft., tremorsense 30 Ft., passive Perception 10
  • Challenge 1 (200 XP)

Sunlight Sensitivity. While in sunlight, the entropulum has disadvantage on attack rolls, as well as on wisdom (Perception) checks that rely on sight.

Voidburrow. When the entropulum damages a creature with an attack, it may bore into a harmless demiplane until the start of its next turn. It then reemerges in an unoccupied location of its choice within 10 feet of the space it disappeared from. This trait can not be used while the entropulum is in an area of bright light.

Actions

Void Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) force damage.

Entropulum

Entropulum are an incessant infestation which plagues the cosmos. These entities, occasionally known as void worms, fester indiscriminately across the worlds; invariably causing destruction with their voracious appetites for matter.

The Creeping Beyond. While not devastating the Material Plane, entropulum burrow into dimensional pockets located between their space in reality and the void of nonexistence. Within these dens, the void worms seem to breed horrifying hierarchical hives. They spawn unending swarms of their kind that are all compelled by the sole desire which they possess; to consume any and all creation that they can.



Entropulum Broodlord

Large aberration, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 40 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 18 (+4) 3 (-4) 12 (+1) 9 (-1)

  • Damage Resistances force
  • Senses darkvision 30 ft., tremorsense 30 Ft., passive Perception 11
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, the entropulum has disadvantage on attack rolls, as well as on wisdom (Perception) checks that rely on sight.

Voidburrow. When the entropulum damages a creature with an attack, it may bore into a harmless demiplane until the start of its next turn. It then reemerges in an unoccupied location of its choice within 20 feet of the space it disappeared from. This trait can not be used while the entropulum is in an area of bright light.

Actions

Void Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 9 (2d8) force damage.

Broodcall (Recharge 5-6). Roll initiative for 2 (1d4) entropulum grubs with full health that are summoned into unoccupied spaces adjacent to the broodlord. The broodlord then slips into its demiplane until the start of its next turn, upon which time it reemerges into an unoccupied space of its choice within 20 feet of the space it vanished from. Once the broodlord returns, the grubs disappear.

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Entropulum Voidscythe

Large aberration, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., burrow 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 18 (+4) 3 (-4) 15 (+2) 11 (+0)

  • Saving Throws Dex +9, Con +8, Wis +6
  • Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., tremorsense 30 Ft., passive Perception 12
  • Challenge 9 (5,000 XP)

Sunlight Sensitivity. While in sunlight, the entropulum has disadvantage on attack rolls, as well as on wisdom (Perception) checks that rely on sight.

Voidburrow. If the entropulum damages a creature with both attacks from its multiattack, it may bore into a harmless demiplane until the start of its next turn. It then reemerges in an unoccupied location of its choice within 20 feet of the space it disappeared from. This trait can not be used while the entropulum is in an area of bright light.

Actions

Multiattack. The entropulum can use its tenebrous strike and makes two attacks with its void claw.

Void Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 4 (1d8) force damage.

Tenebrous Strike. When the entropulum reemerges from its demiplane, it can immediately turn invisible and teleport up to 20 feet to an unoccupied space it can see. It remains invisible until it attacks or until the end of its turn. If it makes an attack while invisible in this way, the attack deals an additional 4 (1d8) force damage and, if the entropulum scores a critical hit with this attack, it rolls damage dice three times, instead of twice.


Entropulum Monarch

Huge aberration, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 50 ft., burrow 25 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 21 (+5) 7 (-2) 16 (+3) 13 (+1)

  • Saving Throws Str +10, Con +9, Wis +7, Cha +5
  • Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., tremorsense 30 Ft., passive Perception 13
  • Challenge 12 (8,400 XP)

Sunlight Sensitivity. While in sunlight, the entropulum has disadvantage on attack rolls, as well as on wisdom (Perception) checks that rely on sight.

Voidburrow. If the entropulum damages a creature with both attacks from its multiattack, it may bore into a harmless demiplane until the start of its next turn. It then reemerges in an unoccupied location of its choice within 25 feet of the space it disappeared from. This trait can not be used while the entropulum is in an area of bright light.

Broodspawning. While in combat, the entropulum summons an entropulum grub at the end of each of its turns in an unoccupied space of its choice within 30 feet of it. These entropulum roll initiative and take their turns normally, but disappear at the end of each of their turns after the monarch dies. Each entropulum grub summoned in this way within 60 feet of the monarch gives the monarch and each other summoned entropulum grub within this area +1 to hit and damage on its void slam and void bite.

Actions

Multiattack. The entropulum can use its consumption when it is available and then makes two attacks with its void slam.

Void Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 9 (2d8) force damage.

Consumption (Recharge 5-6). The entroplum monarch chooses an entropulum grub within 10 feet and devours it, regaining hit points equal to the amount of hit points the grub possessed.

Bolstering Screech. The entropulum unleashes an unearthly scream, giving all other entropulum that can hear within 60 feet of it advantage on their next attack until the start of the monarch's next turn.

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Gravity Elemental

Large elemental, neutral


  • Armor Class 14
  • Hit Points 102 (12d10 + 36)
  • Speed 40 ft. fly 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances piercing and slashing from nonmagical attacks
  • Damage Immunities poison; bludgeoning from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Deep Speech
  • Challenge 5 (1,800 XP)

Gravity Form. The 30-foot radius area surrounding the gravity elemental is difficult terrain. Moving through this difficult terrain does not cost the gravity elemental extra movement.

Dense Mantle. The gravity elemental subtracts 2 (1d4) damage from any melee or ranged weapon attack that damages it.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Space-time Discontinuum. (Recharge 5-6) The gravity elemental surges forward up to 40 feet in a straight line. All creatures in a 10-foot radius of the elemental while it is moving must make a DC 13 Strength saving throw or take 13 (2d8 + 4) bludgeoning damage and fall prone. A creature that succeeds on the saving throw takes half damage and does not fall prone. A creature that fails the saving throw must also make a DC 13 Wisdom saving throw or choose to take an action or bonus action, not both, on its next turn and cannot take a reaction until the start of the elemental's next turn.

















































Gravity Elemental

Gravity elementals are few and far between compared to the other elemental beings which primarily populate the Elemental Planes. An explorer might find these entities floating through empty space away from a material world. However, a gravity elemental could also be found closer to the ground, bizarrely manifesting as a portent to an oncoming eldritch storm, or perhaps created by the spatial warp caused by certain magic, such as gate or other conjuration spells.

Efficacious Elementals. Gravity elementals are some of the most frustrating of their kind to deal with. While trying to manage the elemental's forceful attacks, maneuverability, and density are difficult, it can be quite worthwhile. A captured elemental can be bound in service to a powerful mage for many uses, such as in the propulsion of ships that traverse space or the astral sea.

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Horizon Giant

Few giants are selected by their gods to ascend their mortal forms to that of the greatest of giantkin. Those chosen are transformed by devoutly following the strict rules of the Ordning and committing grand acts of maat to earn honor and recognition for themselves and the giant pantheon.

Guards of the Gods. Horizon giants can come from any of the giantkin races, though it is far more common for them to ascend from storm or cloud giants, who have a greater penchant for a positive disposition than their ice, fire, or other giant cousins. Those who are selected to become horizon giants become unmoored from the material plane they originate from and are charged with guarding the realms of their deities. These entities are gatekeepers, ensuring that any mortals or souls that attempt to contact their patrons are powerful and worthy enough to honor them.

Balanced Perspective. Just as their giant cousins embody some element of their namesakes, horizon giants draw from the cosmic facet of twilight, the liminal transition between dusk and dawn. From this space between day, night, sky, and earth, these giants are predisposed to have a good-aligned, yet balanced personality and point of view.



Horizon Giant

Huge giant, lawful good


  • Armor Class 16 (natural armor)
  • Hit Points 250 (20d12 + 120)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 11 (+0) 22 (+6) 14 (+2) 16 (+3) 20 (+5)

  • Saving Throws Str +13, Con +11, Wis +8, Cha +10
  • Skills Athletics +13, Insight +8, Persusion +10, Perception +8
  • Damage Resistances cold, force, radiant
  • Senses darkvision 60 ft. passive Perception 18
  • Languages Celestial, Common, Giant
  • Challenge 14 (11,500 XP)

Watchful Gatekeeper. The giant has advantage on saving throws against being blinded.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: dancing lights, darkness, daylight             3/day each: dream, fly, skywrite                          1/day each: death ward, wall of dusk

Actions

Multiattack. The giant makes two attacks with its stellar fist.

Stellar Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage.

Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.

Liminal Space (1/Day). The giant forces creatures to face the worst part of their selves. Creatures in a 30-foot radius centered on a point of the giant's choice within 60 feet of it must make a DC 18 Charisma saving throw or be banished to a demiplane of the same size of this effect's radius for up to 1 minute or until the giant loses concentration (as if concentrating on a spell). While in this demiplane, a creature is confronted by a facade of itself that is hostile to the creature and its allies. This facade rolls initiative, is randomly placed in the demiplane, and has all abilities, features, effects, traits, and nonmagical items as the creature does when they enter the demiplane. The facade has a maximum number of hit points equal to the number of hit dice the creature possesses and fades upon dropping to 0 hit points. If the facade fades, the creature is released from the demiplane and reappears in the space it was in before being banished. If this space is occupied, the creature is instead teleported to the nearest unoccupied space.

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K'va, The Void Binder

Nothingness. Oblivion. Nonbeing. Void. These are the primal forces that K'va, the Void Binder epitomizes. An entity that champions the dark and corruptive power of unreality, it travels to the farthest corners of creation to enforce its indomitable and undecipherable will upon existence.

Astronomical Terror. This creature is a nightmare of cosmic scale, one that annihilates mortality and matter alike in its eternal vision to return all things to the great dark beyond. K'va is the final harbinger for one of the ancient and powerful entities of the void, heralding their coming with demonstrations of terror. While other creatures native to the void will often infest the universe alone or in brief alliances, all of these beings that inhabit a world will rally beneath K'va's command when it arrives.

Living Void. K'va does not require air, food, drink, or sleep.























K'va, The Void Binder

Large aberration, neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 300 (24d10 + 168)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 24 (+7) 23 (+6) 22 (+6) 27 (+8)

  • Saving Throws Dex +13, Int +13, Wis +13, Cha +15
  • Damage Resistances cold, force; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned, prone, unconscious
  • Senses truesight 120 ft., passive Perception 10
  • Languages all, telepathy 120 ft.
  • Challenge 21 (33,000 XP)

Legendary Resistance (3/Day). If K'va fails a saving throw, it can choose to succeed instead.

Bound to the Beyond. If a creature within 60 ft. of K'va takes damage from K'va, it becomes magically bound to its space, unable to physically move or be moved from its location. If a creature is moved from its space by magic, such as a creature using misty step or dimension door, or by K'va's Detach Positionality, this effect ends for that creature. A creature can make a DC 22 Wisdom saving throw at the end of each of its turns, ending the effect upon itself on a success.

Distortive Intensity. Whenever a creature hostile to K'va ends its turn in a 20 ft. radius of K'va, the crushing psyche emanating from K'va prevents the creature from taking reactions. An affected creature in this area must also chose to use either an action or a bonus action on its turns, not both. This effect lasts for a creature until they are no longer within the 20 ft. radius surrounding K'va.

Actions

Multiattack. K'va makes two attacks with its psychic entropy.

Psychic Entropy. Ranged Spell Attack: +14 to hit, reach 90 ft., one creature. Hit: 27 (6d6 + 6) psychic damage.

Call of the Void. K'va targets one creature within 120 ft. The target must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way the creature regards K'va as its master and ally and will obey any commands K'va gives it. The charmed target can repeat the saving throw whenever it takes damage or if K'va gives it a suicidal order, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Call of the Void for the next 24 hours.

Detach Positionality (Recharge 5-6). K'va forces each creature of its choice within 60 ft. of it to make a DC 22 Wisdom saving throw or be instantly teleported to an unoccupied location on the ground of K'va's choice within 60 ft. of K'va. The creatures then take 54 (12d8) force damage. A creature that succeeds the saving throw is not teleported and takes half as much damage.

Legendary Actions

K'va can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. K'va regains spent legendary actions at the start of its turn.

Psychic Entropy. K'va uses Psychic Entropy.

Warp. K'va teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied location it can see.

Dark Well. (Costs 2 Actions). K'va emits a pulse of dark psychic and gravitational energy. Each creature of its choice in a 20-foot radius must make a DC 22 Strength saving throw, taking 14 (4d6) bludgeoning damage plus 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one.

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Light Elemental

Large elemental, neutral


  • Armor Class 14
  • Hit Points 110 (13d10 + 39)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
12(+1) 19 (+4) 15 (+3) 6 (-2) 10 (+0) 8 (-1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, radiant
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Celestial
  • Challenge 5 (1,800 XP)

Illumination. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Light Form. If a creature starts its turn within 30 ft. of the elemental and the two of them can see each other, the elemental can force the creature to make a DC 14 Constitution saving throw. On a failed save, the creature is blinded for 1 minute. It repeats the saving throw at the end of each of its turns. On a success, the effect ends.                                            A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the elemental until the start of its next turn, when it can avert its eyes again. If it looks at the elemental in the meantime, it must immediately make the save.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.














































Light Elemental

Light elementals are rare in comparison to the forms of elemental life that come from the Inner Planes. The natural energy which constitutes these beings stems from the pale starlight which shines upon a material world. Over time, the ambient power from the constellations coalesces into physical forms with limited will and intelligence.

Illuminated Fate. Upon their eventual sense of being, light elementals make a choice that will eternally decide their destinies. Some of these entities choose to take flight and move among the cosmos, forever traveling back toward the stars that gave them life. Other light elementals seek to stay and wander the world on which they were birthed. Whichever choice is made, all of these elementals are driven by a compulsive desire to purge any aberrant beings or magical darkness, wherever they might find them.

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Lunar Moth

Tiny fey, unaligned


  • Armor Class 12
  • Hit Points 17 (5d4 + 5)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 2 (-4) 12 (+1) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 11
  • Challenge 1/4 (50 XP)

Dream Dust. When a creature starts its turn within 5 feet of the moth, it must succeed on a DC 10 Constitution saving throw or it becomes drowsy and its speed is reduced by 10 feet for 1 minute or until it uses an action to rouse itself. If the saving throw fails by 5 or more, it is also unconscious until it takes damage or until someone uses an action to wake them, ending the effect on the creature.

Actions

Dream Eater. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is an unconscious creature, it takes an additional 2 (1d4) psychic damage.

Lunar Moth

Fluttering about moonlit evenings, these pale insects are sometimes found in deep woods feeding upon the ambient energy given off by dreams of magical beasts. While trekking about in older forests, one should take care that they do not camp near or disturb a nest of these entities.

Beneficial Bugs. The origins of these dangerously adorable creatures are mysterious, but studies into their past have suggested that they were first created and kept by eladrin archmages in order to ward off poor memories while they rested. Now that they have flourished in the wilds, they have myriad uses and can even be seen as ridden by sprites into their tiny battles.



Swarm of Lunar Moths

Swarm of tiny fey, unaligned


  • Armor Class 13
  • Hit Points 35 (10d4 + 10)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 12 (+1) 2 (-4) 12 (+1) 12 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 11
  • Challenge 2 (450 XP)

Dream Dust. When a creature starts its turn within 5 feet of the moth, it must succeed on a DC 11 Constitution saving throw or it becomes drowsy and its speed is reduced by 10 feet for 1 minute or until it uses an action to rouse itself. If the saving throw fails by 5 or more, it is also unconscious until it takes damage or until someone uses an action to wake them, ending the effect on the creature.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Dream Eater (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 13 (3d6 + 3) piercing damage. If the target is an unconscious creature, it takes an additional 2 (1d4) psychic damage.

Dream Eater (swarm has less than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 6 (1d6 + 3) piercing damage. If the target is an unconscious creature, it takes an additional 2 (1d4) psychic damage.

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Moonrock Golem

Large construct, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 3 (-4) 11 (+0) 5 (-3)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 7 (2,900 XP)

Lunar Light. The golem emits pale luminosity, shedding dim light in a 30-foot radius. Creatures hostile to the golem that start their turn in this light must make a DC 15 Wisdom saving throw or become charmed by the golem. While charmed in this way, a creature has a speed of 0. An affected creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Lunar Light for the next 24 hours.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.


Moonrock Golem

Wrought and chiseled from rare lunar rock, these golems are seemingly bulky, but surprisingly lightweight creations. When an elemental spirit is bound to these forms, they take on unique properties and emit a soft radiance in a small area around them.

Only the most eccentric and influential mages are capable of creating these beings. The moon rocks they are fashioned from are exceedingly uncommon and must either be harvested from dangerous trips to their lunar source or collected from the exceptionally rare traders that travel between worlds. This material is valued for its paradoxical low weight and high durability, as well as its ease to enchant compared to the more difficult substances to turn in to golems, such as clay and stone.

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Nevasi

Among the terrible abominations that the depths of void and unreality have spawned, the nevasi are the most horrifyingly adept at bringing about societal destruction. While the great and terrible aboleths may be capable of conversing with and controlling mortal minds, even they do not possess the dark and refined skills of subterfuge and manipulation that the nevasi have mastered.

Mockery of Mortality. Most aberrant beings hold little resemblance to living creation. Nevasi, however, are notable in the relatively humanoid form they hold, save for certain monstrous differences. While disguised as a mortal, these creatures love to take advantage of mortal desires, emulating beautiful men and women in an attempt to get closer to other beings. In their true forms, however, nevasi possess ghostly pale violet skin, vicious claws, and horns upon a seemingly partial and bisected head.

Harbinger of Madness. After a nevasi has obtained a position within a mortal society, they revel in their ability to bring about its doom. They infect mortal creatures with a virulent mental plague that turns beings into their thralls in order to sow betrayal and paranoia within their domains.



Nevasi

Medium aberration, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 19 (+4) 12 (+1) 18 (+4)

  • Saving Throws Int +9, Wis +6, Cha +9
  • Skills Deception +9, Persusion +9, Perception +6
  • Damage Resistances cold, force, psychic
  • Condition Immunities charmed, frightened
  • Senses truesight 60 ft., passive Perception 16
  • Languages all, telepathy 120 ft.
  • Challenge 13 (10,000 XP)

Delirious Plague. When the nevasi spends at least 1 minute closely interacting with another creature outside of combat, it can it can force the creature to make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the nevasi. Creatures charmed in this way treat the nevasi as a trusted ally and follow its commands as best as they can. Affected creatures can also use this trait on further creatures that they interact with once every 24 hours, charming them for the nevasi.                      If the target is given a suicidal command from the nevasi or whenever it takes damage, the target can repeat the saving throw. Creatures that succeed are no longer charmed, are not aware of having been so, and become immune to this effect for 30 days. The nevasi knows if a creature succeeds the saving throw or whenever a thrall has broken free (such as being affected by greater restoration).

Innate Spellcasting (Psionics). The nevasi's spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells requiring no components:

At will: detect thoughts, disguise self, invisibility        3/day each: black tentacles, dissonant whispers, fear 1/day each: feeblemind, synaptic static

Magic Resistance. The nevasi has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The nevasi makes two attacks with its maddening scratch.

Maddening Scratch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 18 (4d8) psychic damage and the target must make a DC 17 Wisdom saving throw. On a failed save, the target rolls a d100 to be afflicted with a short-term madness effect (DMG: pg. 259) until the end of the creature's next turn.

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Null Spirit

Medium aberration, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 14 (+2) 6 (-2) 11 (+0) 14 (+2)

  • Skills Stealth +5
  • Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Deep Speech, telepathy 120 ft.
  • Challenge 4 (1,100 XP)

Summon Void. After the null spirit deals damage to a creature with an attack, a 10-foot radius sphere of magical darkness centered on the target's space is summoned until the start of the null spirit's next turn. The null spirit sees through this magical darkness. This can only occur once on each of the Null Spirit's turns.

Starsnuffing. If a hostile creature within 60 feet of the null spirit ends its turn in magical darkness, it takes 3 (1d6) necrotic damage. The null spirit regains hit points equal to the amount of damage dealt.

Actions

Multiattack. The null spirit makes two attacks with its Entropic Strike.

Entropic Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage and the target must succeed on a DC 12 Wisdom saving throw or have its speed reduced to 0. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Null Spirit

Originating from the deep and everlasting chill of space, these restless apparitions seek to devour the energy of all creatures they cross. While generally content to wander throughout the great dark, these beings do occasionally find their way to a world full of heat and life that they may feed on for ages to come. As a universal embodiment of void and hunger, null spirits are innately magical, often instinctually using their prowess to terrify and trap their prey.

Arms of the Old Ones. Eldritch entities native to the nothing beyond all worlds will sometimes impose their indecipherable will upon these spirits, commanding them to commit bizarre, yet generally cruel deeds in their name. These acts often draw them to mortals who find their fates cut short or minds broken to madness in the face of these harbingers of entropy.

Aberrant Renewal. On the rare occasion that a null spirit is slain during its tasks or while feasting upon mortality, they will slowly be reborn from the energy they had siphoned throughout their existence. Though it is unpredictable where the spirit will reform in the great expanse, it is inevitable that it will seek to vengefully return to the individuals that brought about its end. Only binding the null spirit in a unique magic circle until its energy dissipates over many months may bring about a permanent death to these aberrations.

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Outaerax

Large fiend, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 15 (+2) 10 (+0) 17 (+3)

  • Skills Arcana +5, Intimidation +6, Perception +3
  • Damage Resistances cold, fire, force, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Astral Imprisonment. The outaerax can use a bonus action to target a creature that it has damaged with its meteoric morningstar or cosmic collapse this turn. The target must make a DC 14 Charisma saving throw or be banished to a demiplane, as if the target was affected by banishment, until the start of the outaerax's next turn.

Vacuous Breath. The outaerax does not need to breathe.

Magic Resistance. The outaerax has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The outaerax makes two attacks with its meteoric morningstar.

Meteoric Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) force damage.

Cosmic Collapse. The outaerax twists gravity in a 20-foot radius sphere surrounding it. Each other creature in this area must make a DC 14 Strength saving throw or take 14 (4d6) bludgeoning damage plus 14 (4d6) force damage and be pulled up to 10 feet toward the outaerax or pushed up to 10 feet from the outaerax (the outaerax's choice). A creature that succeeds on the saving throw takes half as much damage and is not pulled or pushed.







































Outaerax

Many angels and other celestials would be inclined to believe that the skies and heavenly bodies which reside above them are their purview alone. The outaerax, however, are a breed of demon sent forth from the Abyss that would challenge this presumption.

Interplanetary Terrors. These entities are imbued with the magical nature of darkened minerals found upon rogue meteroites that have found their way to crafty demon lords. As their fiendish corruption comes from this cosmic source, the outaerax are drawn to and suited for any demonic intervention that is required in the space above or between physical worlds.

Malign Missions. Few lords of the Abyss make use of these unique demons, largely due to the difficulty involved in their creation. However, for those that have business in the skies above a world, particularly in the opening of demonic rifts away from where they might be sealed by mortal hands or in the weakening of reality on a Material Plane, there is almost no creature spawned in the Lower Planes better suited to these tasks. These beings, as is the nature of demonkind, may also act alone and incomprehensibly in order to achieve their own selfish and varied ends.

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Rift Whale

Gargantuan beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 203 (14d20 + 56)
  • Speed 0 ft., fly 90 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 19 (+4) 10 (+0) 16 (+3) 17 (+3)

  • Saving Throws Str +11, Con +9, Wis +8, Cha +8
  • Skills Perception +8
  • Damage Resistances force, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 19
  • Challenge 13 (10,000 XP)

Magic Resistance. The whale has advantage on saving throws against spells and other magical effects.

Paradoxical Breath. The whale can breathe in any environment, except the Astral Plane. While in this plane, it can hold its breathe for up to 2 hours.

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 42 (8d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the whale. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the whale, and it takes 21 (6d6) radiant damage at the start of each of the whale's turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement.

Rift Breach. (Recharge 6). The whale causes a shockwave of force as it dives into a rift in reality, forcing each creature within 30 feet of it to make a DC 16 Dexterity saving throw or take 33 (6d10) force damage on a failed save, or half as much on a successful one. The whale then magically teleports, reemerging in an unoccupied space of its choice within 90 feet, causing another shockwave in the area and forcing all creatures in the 30-foot radius area around it to make a DC 16 Dexterity saving throw or take 33 (6d10) force damage on a failed save, or half as much on a successful one.


Rift Whale

These massive, yet graceful creatures are perhaps the most revered entities that a far-faring explorer might come across while delving into the great dark or astral sea. Although not a necessarily good-aligned creature, the respect and awe that they have garnered is well deserved, as there is a history of rift whales assisting astral or space-faring ships that have found themselves distressed. Explorers should be warned, however, as these creature can quickly turn violent if there is any sign of aggression toward them.

Non-Material Mammals. The origin of the rift whales is unknown, yet it is obvious that they are an inehrently magical breed of creatures. They survive and thrive by traveling through brief portals they create between the Material Plane and the astral sea. Observers of these majestic beasts have proposed that although they prefer to spend their time in the astral sea, they must return to the depths of space in order to, somehow, paradoxically breathe.

Ecology of the Expanse. These mighty entities feed on stardust whenever they dive into the Astral Plane, converting it into energy. Rarely, rift whales will also travel to planets in order to feed on the creatures that fly amongst the atmosphere. These beings do have to exercise caution, however, as they can sometimes be found as prey; locked in fights with dangerous shoals of colossal space squid.

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Space Squid

Medium aberration, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 0 ft. fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 3 (-4) 14 (+2) 10 (+0)

  • Skills Athletics +6, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Condition Immunities prone
  • Challenge 3 (700 XP)

Spatial Surge. The space squid can use a bonus action to move up to half its flying speed. The space squid's speed is not halved if it is grappling a creature with its tentacles while moving in this way.

Vacuous Breath. The squid does not need to breathe.

Actions

Multiattack. The space squid makes two attacks: one with its tentacles and one with its constrict.

Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends the target is restrained. The squid can only grapple one creature at a time.

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one target that is grappled by the space squid. Hit: 13 (2d8 + 4) bludgeoning damage.

Space Squid

These vicious monsters float through empty space prepared to attack or abduct any unsuspecting creatures they come across. Paralarval space squids are spawned approximately the size of a fully-grown human, yet they can grow to massive dimensions, given enough time. Although encountering a creature of their size in the middle of space is enough to cause fear for most travelers, their speed and deadly tentacles serve as additional reasons to exercise caution while traversing the great dark. Illithids have even been known to graft the limbs of space squid to their nautiloids to take advantage of their dangerous reach and power, while also harvesting the squid for their magic-dispelling organs.



Colossal Space Squid

Huge aberration, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 196 (18d12 + 72)
  • Speed 0 ft. fly 60 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 18 (+4) 4 (-3) 16 (+3) 12 (+1)

  • Skills Athletics +10, Perception +7
  • Senses darkvision 120 ft., passive Perception 17
  • Condition Immunities prone
  • Challenge 11 (7,200 XP)

Spatial Surge. The space squid can use a bonus action to move up to half its flying speed. The space squid's speed is not halved if it is grappling a creature with its tentacles while moving in this way.

Vacuous Breath. The squid does not need to breathe.

Actions

Multiattack. The space squid makes two attacks: one with its tentacles and one with its constrict.

Tentacles. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends the target is restrained. The squid has two tentacles, which can each grapple one creature at a time.

Constrict. Melee Weapon Attack: +10 to hit, reach 20 ft., one target that is grappled by the space squid. Hit: 24 (4d8 + 6) bludgeoning damage.

Reactions

Cloud of Nightink. When the space squid is hit by an attack or spell from a creature within 20 feet of it, the squid can release dark ink in a 20-foot radius area around it. This area lasts until the start of the space squid's next turn. Each creature that starts its turn in the area must make a DC 16 Constitution saving throw or be blinded until the end of their turn. All magical effects in the area are also ended.

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Space-step Satyr

Somewhat taller and more adventurous than their archetypal cousins, these fey are thought to have originated from a cosmic event when an archfey attempted to ascend to godhood. This has altered these beings, gifting them with substantial mobility and an innate connection to the constellations above.

Height of Hedonism. Space-step satyrs are known to be the most exceptional drinkers, dancers, and merrymakers of any type in all the planes, putting even their notable relatives to shame. These creatures have found that their gifts provide them with a chance to achieve the revelry they adore; an opportunity that they gladly take advantage of.

These satyrs' enjoyment is not simply limited to celebration. They have developed a tendency toward trickery, knowing that they are able to escape most consequences as a result of their elusive skills and ability to shape ambient cosmic power into multiple radiant weapons.

Reveling Beyond the Fey. As opposed to other fey beings, space-step satyrs are rarely found in the Feywild. These entities much prefer to travel far and wide, taking in the sights, scenes, food, and drink from any and all lands they come across. Once experiencing these pleasures, these satyrs will quickly move on, traveling to the next place that they can debauch and exploit.



Space-step Satyr

Medium fey, chaotic neutral


  • Armor Class 15 (leather armor)
  • Hit Points 49 (9d8 + 9)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 12 (+1) 10 (+0) 16 (+3)

  • Skills Perception +2, Performance +7, Stealth +6
  • Condition Immunities charmed
  • Senses passive Perception 12
  • Languages Common, Elvish, Sylvan
  • Challenge 3 (700 XP)

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

Cosmic Trot. As a bonus action, the satyr can teleport up to 20 feet from its position into an unoccupied space that it can see. The satyr leaves behind a pool of residual cosmic energy in the space it vanished from that lasts for 1 minute. The satyr can choose to teleport to one of these areas instead, when using this trait, up to a distance of 120 feet.

Actions

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Constellatory Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 5 (2d4) radiant damage.

Constellatory Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 5 (2d4) radiant damage.

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Star Charger

Star chargers are champions of the cosmos; beings of astronomical strength and power which trample any threats to cosmic law beneath their starry hooves. These entities wield divine weapons charged with raw stellar might in order to enact their view of order upon the universe.

Defenders of the Divine. Rare and ancient are the creatures that threaten creation on a stellar scale. Star chargers exist as a force to deter these beings; ones that are eternally and adamantly committed to their defensive responsibility. Knowing what the consequences are for the multiverse should they fail in their duty, star chargers will unquestionably enforce the commands of deities whom rule over fate or celestial bodies.

Rallying the Cosmos. When the need calls for it, the star charger will ride forward in battle to eliminate all hostile creatures in their path. On the rare occasion that a star charger must travel to a material world it will seek to quickly exterminate the threat that draws it there. Should this prove to be impossible alone, it will look to employ the assistance of heroic individuals that are committed to protection and justice; providing celestial boons in return for their help.









Star Charger

Huge celestial, lawful good


  • Armor Class 19 (natural armor)
  • Hit Points 262 (21d12 + 126)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 22 (+6) 16 (+3) 19 (+4) 22 (+6)

  • Saving Throws Con +12, Wis +10, Cha +12
  • Damage Resistances cold, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft., passive Perception 12
  • Languages Celestial, Common
  • Challenge 17 (18,000 XP)

Magic Resistance. The star charger has advantage on saving throws against spells and other magical effects.

Magic Weapons. The star charger's weapon attacks are magical.

Constellation Incarnate. The star charger regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in an area of magical darkness.

Actions

Multiattack. The charger makes three attacks: one with its hooves and two with its cosmic halberd.

Hooves. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Cosmic Halberd. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage plus 4 (1d8) radiant damage.

Celestial Stampede (Recharge 5-6). The star charger creatures a nebula of radiant force surrounding it and gains a flying speed of 120 ft. until the end of its next turn. It then moves up to 120 ft. in a straight line. Each creature in a 20-foot radius of the star charger while it moves must make a DC 21 Dexterity saving throw or take 27 (6d8) bludgeoning damage and 27 (6d8) radiant damage and be knocked prone. A creature which succeeds on the saving throw takes half as much damage and is not knocked prone.

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Starform Ascendant

While certain people, such as the starborn, believe that all creatures are created from stardust at a fundamental level, starform ascendants are a clear example of beings for which this is true. Forged from the stardust and light given off by constellations, these entities are granted form and personality by the stories, beliefs, and wonder that mortals imbue into various asterisms of the night sky.

Constellatory Spirits. Perhaps strange for a creature of celestial origins, starform ascendants are not beings that possess an inherently good alignment. Just as the constellations themselves are varied, so too are these spirits that represent them. A pattern of stars might exist to which mortals have ascribed attributes such as greed or violence. The starform that embodies these stars would then have those qualities, in turn. An adventurer or petitioner that comes across one of these entities should exercise caution to ensure they know the nature of the creature that they encounter.

Astral Emissaries. These creatures act as agents of the stars they represent, traveling to material worlds in order to parlay with certain spellcasters or to ensure the coming of some fated change that a constellation portends. These entities have been known to travel even beyond the bounds of where the asterisms they represent are visible, such as other planes or to lands across the cosmos. They cross these great distances to make sure that all aspects, no matter how minor, of the destined futures that their constellations foretell will come to pass, even if they must be made to do so by force.



Starform Ascendant

Large celestial, varied alignments


  • Armor Class 19 (natural armor)
  • Hit Points 200 (19d10 + 95)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 21 (+5) 12 (+1) 16 (+3) 19 (+4)

  • Saving Throws Dex +5, Con +10, Wis +8, Cha +9
  • Skills Insight +8, Perception +8
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses blindsight 60 ft., passive Perception 18
  • Languages Celestial, Common
  • Challenge 16 (15,000 XP)

Illumination. The starform sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Starform. The starform has advantage against all spells and effects that that alter its form, reduce its speed, or cause it to be paralyzed or restrained.

Create Constellation. At the end of each of its turns, the starform creates a beacon of starlight in its space, which lasts for up to 1 minute and sheds dim light in a 5-foot radius. When two or more of these beacons are present, they form a line of spectral starlight between them. If a creature other than the starform touches one of these beacons or lines, they take 18 (4d8) radiant damage.

Actions

Multiattack. The starform can use its celestial gaze. It then makes two attacks with its bite.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 9 (2d8) radiant damage.

Celestial Gaze. The starform targets one creature it can see within 60 feet of it. If the target can see the starform, the target must succeed on a DC 17 Wisdom saving throw against this magic or take 9 (2d8) radiant damage and be vulnerable to radiant damage until the start of the starform's next turn. If a target is immune or resistant to radiant damage, you cause them to take radiant damage as though they were not resistant or immune, instead.

Stellar Eruption. The starform causes all the beacons created by its Create Constellation trait to explode. Each creature other than the starform within a 20-foot radius of one of these beacons must make a DC 17 Dexterity saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much on a successful one.

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Starshard

Starshards are minor celestial spirits that embody the luminous essence of the sun and stars. Often mistaken and mistrusted as fey entities which seek to lure wayward individuals into traps, these jovial orbs of light instead tend to help any mortals they come across find their way to safety. Excelling at manipulating radiance and resistant to being brought to ground by those that bring them harm, these small spirits can prove to be a formidable foe, but perhaps a compelling companion.

Amiable Orbs. These heavenly beings are friendly, but quickly defensive at the first instance of violence directed toward them. At times they are not at risk, they often collect in small groups to bob and dance under starlit nights. While interacting with mortals they tend to be heard though liltingly musical tones, rather than typical language, though those that speak Celestial or Common find themselves able to understand their meaning nonetheless. These beings are symbiotically energized by playing and communicating with others, harmlessly feeding from the joy that they create.

Brilliant Boons. Occasionally gifted by good-aligned patrons to their petitioners, these radiant motes act as excellent familiars for warlocks who seek to spread the glory of their masters. Those who are provided with these invaluable allies have found great use in their naturally perceptive nature, as well as considerable utility in a starshard's mastery over bending light. A weak gravitational field also surrounds these creatures, allowing them to carry a slight amount of weight within their ambit.




































Starshard

Tiny celestial (shapechanger), neutral good


  • Armor Class 13
  • Hit Points 9 (2d4 + 4)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 17 (+3) 14 (+2) 8 (-1) 12 (+1) 13 (+1)

  • Skills Insight +3, Perception +3
  • Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned, prone
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Celestial, Common
  • Challenge 1 (200 XP)

Shapechanger. The starshard can use its action to polymorph into a beast form that resembles a cat (40 ft., climb 30 ft.), an owl (10 ft., fly 60 ft.), or a badger (20 ft., burrow 10 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is carrying isn't transformed. It reverts to its true form if it dies.

Lesser Illumination. The starshard sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Magic Resistance. The starshard has advantage on saving throws against spells and other magical effects.

Variant: Familiar. The starshard can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the starshard senses as long as they are within 1 mile of each other. While the starshard is within 10 feet of its master, the master shares the starshard's Magic Resistance trait. At any time and for any reason, the starshard can end its service as a familiar, ending the telepathic bond.

Actions

Glimmer (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) radiant damage, and the next attack roll made against it before the start the starshard's next turn has advantage.

Invisibility. The starshard magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the starshard wears or carries is invisible with it. The starshard's lesser illumination trait is inactive while it is invisible.

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Starweave Spider

Large monstrosity, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 144 (17d10 + 51)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 4 (-3) 14 (+2) 16 (+3)

  • Skills Stealth +9
  • Damage Resistances cold, force, poison, radiant
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 9 (5,000 XP)

Light Weaver. The spider's webs are nearly invisible, requiring a DC 15 Intelligence (Investigation) check to notice them. Web-filled areas are considered difficult terrain. Each 10-foot cube of webs has AC 10, 15 hit points, resistance to radiant damage, vulnerability to fire damage, and immunity to bludgeoning, piercing, and psychic damage.                  When a creature other than the spider enters a webbed area or starts its turn there, it must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) radiant damage and become restrained by the webs. A restrained creature can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, escaping the webs on a success.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Multiattack. The spider can use its Glimmereyes and makes two attacks with its Bright Bite.

Bright Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage plus 7 (2d6) radiant damage.

Glimmereyes. The spider targets one creature that it can see within 30 feet. If the target can see the spider, it must succeed on a DC 15 Wisdom saving throw or become charmed by the spider. While charmed in this way, a creature has disadvantage on ability checks to escape the spider's webbing. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Raveling Radiance (1/Day). The spider emits all of its harvested starlight in a 30-foot cone. The entire area becomes webbed and each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.



Starweave Spider

A paradoxical monstrosity, starweave spiders rely on the radiance of starlight as a resource to harvest for their own rapacious ends. These entities feed upon mundane and magical creatures alike, bending light around their webs to obscure them from all but the most perceptive adventurers.

Harvesters of Starlight. Starweave spiders are creatures that defy the typical expectations of evil, as they possess the majestic skill to wield and gather light. These beings are capable of manipulating radiant luminosity to strengthen their webs, ensorcell the weak-minded, and singe any entities which seek to drive them out of their domains.

Dwelling in Darkness. These creatures, while rare, tend to make their lairs in mountaintop caves or caverns from which they can easily travel outside at night and spin starlight into their magical webs. For the other creatures within these darkened environments found within dim grottoes and not acclimated to the radiance of light, the brilliance that these spiders command proves to be a searingly effective weapon.

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Sunfall Phoenix Chick

Small elemental, chaotic evil


  • Armor Class 12
  • Hit Points 23 (4d6 + 8)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 14 (+2) 2 (-4) 11 (+0) 14 (+2)

  • Damage Resistances fire, necrotic
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge 1 (200 XP)

Twilight Rise. When the phoenix falls to 0 hit points, it immediately regains a number of hit points equal to half its maximum hit points. The phoenix can only benefit from this trait once every 24 hours.

Fiery Fall. When the phoenix falls to 0 hit points, it explodes. Each creature within 10-feet of it must make a DC 12 Dexterity saving throw, taking 3 (1d6) fire damage and 3 (1d6) necrotic damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.

Actions

Multiattack. The phoenix makes two attacks with its torrid talons.

Torrid Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage.

Sunfall Phoenix

A phoenix that dies at the hand of certain cosmic creatures or necrotic magics may rarely transform into a sunfall phoenix, a debilitated elemental trapped between life and death. Seeking vengeance, these entities will cause devastation on the world that disrupted its cycle of rebirth. These beings twist the fatal nature of twilight upon their foes, preventing them from healing the burning wounds that they inflict.


Sunfall Phoenix

Large elemental, chaotic evil


  • Armor Class 14
  • Hit Points 103 (12d10 + 36)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 16 (+3) 2 (-4) 13 (+1) 16 (+3)

  • Skills Acrobatics +7, Perception +4
  • Damage Resistances necrotic
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 7 (2,900 XP)

Twilight Rise. When the phoenix falls to 0 hit points, it immediately regains a number of hit points equal to half its maximum hit points. The phoenix can only benefit from this trait once every 24 hours.

Fiery Fall. When the phoenix falls to 0 hit points, it explodes. Each creature within 30-feet of it must make a DC 14 Dexterity saving throw, taking 7 (2d6) fire damage and 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.

Flyby. The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Feeble Illumination. The phoenix sheds dim light in a 30-foot radius.

Actions

Multiattack. The phoenix makes two attacks with its torrid talons.

Torrid Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage.

Sunfallen Screech (1/Day). The phoenix releases an accursed screech in the area, forcing each creature in a 20-foot area around it to make a DC 14 Constitution saving throw or take 14 (4d6) fire damage plus 14 (4d6) necrotic damage and be unable to regain hit points for up to 1 minute. A creature that succeeds the saving throw takes half damage and can regain hit points. A creature can remake the saving throw at the end of each of their turns, ending the effect on itself on a success.

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Sunfire Scion

Woven from burning plasma emitted from the sun itself, these celestial warriors serve as fierce combatants against forces from the Lower Planes. Scions are compelled by a divine purpose; to eternally purge the planes of evil by whatever means prove necessary. These beings are possessed by a zealous conviction toward this cause, sowing devastation and scorching the world beneath them in order to destroy just a single darkened soul.

Ferocious Followers. As children of the powerful events which roil across the surface of the sun, these beings are avatars of ferocity and flame. These traits are utilized well by their creators; the immense and powerful solars who serve as stewards of the gods. Scions will fulfill any task given to them by an angel, guaranteeing its completion even if it results in blazing destruction or their own potential demise.

Cosmic Opposition. There are no creatures in any of the planes which these beings oppose more than the hellish ice devils and abyssal nalfeshnees. The scion's enmity for ice devils stems from a hatred for their obsession with elevation through the ranks of the Nine Hells. They view this behavior as a great offense against the celestial order and take personal care in order to foil their plots.

While all beings detest the corpulent and foul nalfeshnees, sunfire scions see them as so purely abhorrent that they are incapable of withholding any power at their disposal in order to eliminate one of these putrescent fiends. Scions consider them grotesqueness incarnate; an embodiment of chaotic corruption that must be eradicated from the multiverse.









Sunfire Scion

Large celestial, lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 18 (+4) 13 (+1) 14 (+2) 19 (+4)

  • Saving Throws Con +9, Wis +7, Cha +9
  • Damage Resistances cold, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Celestial, telepathy 120 ft.
  • Challenge 14 (11,500 XP)

Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.

Illumination. The scion sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Solar Flare. Whenever the scion damages a creature with fire damage, it takes an additional 4 (1d8) radiant damage (included in the attacks and flame wake) and must succeed on a DC 17 Constitution saving throw or become blinded until the end of their next turn on a failed save.

Actions

Multiattack. The scion makes three attacks: two with its sear and one with its plasma whip.

Sear. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) fire damage and 4 (1d8) radiant damage.

Plasma Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) fire damage and 4 (1d8) radiant damage. The target is grappled (escape DC 17) if the scion is not already grappling a creature. Until this grapple ends the target is restrained, moves with the scion, and takes 4 (1d8) fire damage at the start of its turns.

Flame Wake (Recharge 5-6). The scion erupts with burning flame, forcing each creature within 10 feet of the space it travels through until the end of its turn to make a DC 17 Dexterity saving throw or take 42 (12d6) fire damage and 4 (1d8) radiant damage on a failed save, or half as much on a successful one.

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Void-Bound Empyrean

Empyreans are typically an embodiment of beauty and celestial force. These entities, however, have been touched by the dark and corruptive influence of uncreation, becoming scarred and twisted versions of their archetypal cousins. Void-bound empyreans are often lost in their own minds, acting as ferocious aggressors against those that would attempt to hinder the void from consuming all things.

Unending Affliction. How these empyreans have come to be distorted by the void is unknown by most. The rare scholars that have studied the history of these creatures suggest that it may have been the result of a twisted pact between a deity and a harbinger of the void, while others have proposed that it is simply a heightened version of the corruption that the void inflicts on all creation. Regardless, these scholars agree that their affliction is irreversible, though the faintest whispers from solitary sages have hinted that a cure exists to restore these beings to celestial glory.


Void-Bound Empyrean

Huge celestial (titan), neutral evil


  • Armor Class 20
  • Hit Points 261 (18d12 + 144)
  • Speed 50 ft., fly 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
26 (+8) 19 (+4) 26 (+8) 19 (+4) 21 (+5) 24 (+7)

  • Saving Throws Str +14, Int +10, Wis +11, Cha +13
  • Skills Insight +11, Intimidation +13
  • Damage Resistances cold, force
  • Damage Immunitities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses truesight 120 ft., passive Perception
  • Languages all
  • Challenge 19 (22,000 XP)

Innate Spellcasting. The empyrean’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: cause fear, darkness, pass without trace          1/day each: commune, dispel evil and good, entropy, fear, gravity sinkhole

Legendary Resistance (3/Day). If the empyrean fails a saving throw, it can choose to succeed instead.

Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects.

Magic Weapons. The empyrean’s weapon attacks are magical.

Actions

Maul. Melee Weapon Attack: +14 to hit, reach 10 ft. one target. Hit: 29 (6d6 + 8) piercing damage.

Legendary Actions

The empyrean can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The empyrean regains spent legendary actions at the start of its turn.

Attack. The empyrean makes one attack.

Bolster. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be frightened and they gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.

Corrupt Creation (Costs 2 Actions). The empyrean targets and distorts up to two creatures within 60 feet of it. A creature targeted by this effect must make a DC 21 Wisdom saving throw or become charmed by the empyrean until the end of its next turn. A creature charmed in this way is hostile to all creatures hostile to the empyrean for the duration.

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Void Caller

Medium humanoid, neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 18 (+4) 9 (-1)

  • Saving Throws Int +5, Wis +9
  • Skills Arcana +5, Deception +3, Perception +8, Religion +5
  • Senses darkvision 60ft., passive Perception 18
  • Languages Abyssal, Common, Deep Speech
  • Challenge 10 (5,900 XP)

Spellcasting. The void caller is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The void caller has the following astromancer spells prepared:

Cantrips (at will): blade ward, consuming void, fire bolt, mage hand, minor illusion                               1st level (4 slots): mage armor, shield                    2nd level (3 slots): blindness/deafness, misty step 3rd level (3 slots): counterspell, fly, pulse wave    4th level (3 slots): entropy, gravity sinkhole, greater invisibility                                                                  5th level (2 slots): hold monster, telekinesis          6th level (1 slot): mass suggestion, reselect space    7th level (1 slot): forcecage

Dark Expansion (2/Day). When the void caller casts a spell using a spell slot of 4th level or lower, it can use this trait to gain the benefits of having cast the spell using one level higher of a spell slot.

Empty Space. When the void caller casts a spell using its action or bonus action, it can instantly teleport up to 10 feet away from its position into a currently unoccupied space that it can see.

Tenebrous Soul. If the void caller has one of their shades from beyond summoned, they can expend it as a bonus action. The void caller, along with anything they are wearing or carrying, instantly becomes invisible and until the end of its next turn.

Actions

Staff. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 4 (1d8) bludgeoning damage.

Response from Beyond (1/Day). The void caller can summon two shades from beyond (pg. 36), which remain in the void caller's service for up to 10 minutes or until the void caller becomes incapacitated. The void caller must give the shades from beyond commands as a bonus action in order to have them move or attack.

Void caller

Only rarely are masters of this astromancer discipline able to be found. Whether this is a result of seclusion stemming from the isolated nature of their obsessions or from the rigorous trials that they must endure for their dark-touched power is unclear to outsiders.

Void Gazing. These are the few who recognize that true brilliance is not found among the stars, but in the vacuum that contains them; finding that the space between all things is not truly vacant, but rather has an essence of its own that should be harnessed and revered.

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Void Herald

All things will return to the ever-lasting purity of nothingness... eventually. Void heralds seek only to hasten this inevitable end. These creatures attempt to eradicate all creation from the universe, siphoning life energy in order to feed the endless gluttony of eternally expansive space.

Beings of Unreality. How these harbingers of the void obtain their forms, although they come from the true emptiness beyond all things, is a mystery to even the most knowledgeable creatures. They are an enigma of the universe; an aberration in the plans of what is meant to exist which hatefully seeks to annihilate all other matter and form.

Enigmas from Nothing. The motivations of these dark champions are ambiguous, even to other aberrant beings. Though sometimes seen commanding lesser spirits of entropy, these creatures will also act by themselves, sowing random acts of devastation in their mission to bring all of creation to the void.



Void Herald

Large aberration, neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 161 (17d10 + 68)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 18 (+4) 16 (+3) 11 (+0) 16 (+3)

  • Saving Throws Str +8, Con +8, Cha +7
  • Damage Resistances cold, force; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Deep Speech, telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Collapsing Void. When the herald dies, a black hole appears in the space that it occupied, turning a 30-foot radius around it into difficult terrain. A creature that enters the area for the first time or starts their turn there must succeed on a DC 15 Strength saving throw or get knocked prone, take 7 (2d6) bludgeoning damage, and be dragged 5 feet closer to the black hole.                                                            A creature that succeeds on the save takes half damage and does not fall prone or get dragged. A creature that enters the space the black hole occupies must make an additional DC 15 Strength saving throw or take 35 (10d6) force damage, or half as much damage on a successful roll. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The black hole exists for 1 minute, at which point it dissipates.

Summon Void. At the end of each of its turns, the void herald summons a 20-foot radius sphere of magical darkness centered on a target that it has damaged this turn, which lasts until the start of the void herald's next turn. The void herald sees through this darkness.

Actions

Multiattack. The void herald makes three attacks.

Oblivion Scythe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 8 (1d8 + 4) slashing damage plus 5 (1d10) force damage.

Reactions

Whispering Dark. When a creature the void herald can see starts its turn within 30 feet of the herald, the void herald can inflict it with overwhelming fear. The creature must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its turn.

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Vulora

Medium celestial, chaotic good


  • Armor Class 16 (natural armor)
  • Hit Points 90 (12d8 + 36)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 16 (+3) 15 (+2) 11 (+0) 16 (+3)

  • Saving Throws Dex +7, Wis +3, Cha +6
  • Skills Acrobatics +10, Perception +6
  • Damage Resistances cold, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Celestial, Common
  • Challenge 8 (3,900 XP)

Enchanting Aurora. As the vulora moves, it leaves behind a 10-foot tall and 5-foot wide curtain of light in the spaces it moves through which lasts until the start of its next turn. When a creature enters the area for the first time on a turn, it must succeed on a DC 14 Wisdom saving throw or be charmed by the vulora. A creature can repeat the saving throw at the start of each of its turns or when it takes damage, ending the effect on itself on a success.

Magic Resistance. The vulora has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The vulora makes two attacks with its frigid nip.

Frigid Nip. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) cold damage. The target must succeed on a DC 14 Constitution saving throw or be unable to take reactions until the start of the vulora's next turn, as well as choose to use either a bonus action or action on its next turn, not both.

Auroral Flash (Recharges after a Short or Long rest). The curtain of light from the vulora's Enchanting Aurora trait flashes with intense celestial energy. Each hostile creature within 20 feet of the curtain must make a DC 14 Constitution saving throw. On a failed save, a creature takes 33 (6d10) radiant damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.





































Vulora

Mythologies surrounding the auroras which fill the freezing night are wide and varied. One story, however, which details the great lights appearing from mythical foxes sweeping snow into the skies with their luminescent tails, finds truth with the elusive vulora. These creatures will sometimes travel from their home in The Beastlands to the Material Plane, whereupon they stalk frigid landscapes and impart visions of beauty and wonder to those that live in these harsh places.

Bitter Burrows. Vulora make their domains in the biting cold parts of the world, wandering secluded forests or snow-covered plains. Often hunted because of their spectacular visage, they tend to hide in dens that they burrow within the snow and earth, muting the scintillating trails of light they leave behind while moving. Outside of their burrows, vulora are largely capable of protecting themselves from typical threats; wielding natural charm, freezing bites, and burning light in their defense.

Celestial Secrets. These rare beings are quick and captivating creatures who, on the scarce occasion they interact with others, love to play games and entertain. They have been known to entice mortals by promising to impart celestial secrets upon those who prove themselves skilled enough to capture them. These hidden revelations are always guaranteed to be true, as vulora refuse to speak a lie to any being, belying their otherwise wily nature.

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Wormhole Hydra

When the goddess Tiamat struck down her rival draconic deity and sprayed her blood which created the hydra across the multiverse, some drops failed to land upon material worlds. This blood remained scattered through empty space, slowly absorbing the latent energy of the universe and coming to spawn a new species of hydra which has finally found its way to mundane lands. This breed is imbued with chaotic cosmic power that allows these creatures to warp through space near to them.

Chaotic Consumption. While its more mundane cousins are known by their gluttonous appetite, these more magical relations are even more voracious. These creatures use their many heads to shred apart food and appease each one's monstrous appetite, as well as instinctually utilize the raw spatial magic that spawned them to harm and capture prey.

Unpredictable Attacker. In battle, beyond their trampling bodies and gnashing teeth, these beings have an innate ability to create small portals for their heads to travel through while staying attached to their body, extending their reach against any prey at a distance. These entities also conjure beams of forceful energy to damage foes so that they may feast upon them more easily. Using these skills in tandem makes the hydra a highly formidable creature for any hero to face.

Ever Wakeful. With their many heads, a hydra ensures that it never completely falls asleep. While they rest, at least one of the hydra's heads is awake.



Wormhole Hydra

Huge monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 213 (17d12 + 102)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 23 (+6) 2 (-4) 10 (+0) 16 (+3)

  • Skills Perception +8
  • Senses darkvision 60 ft., passive Perception 18
  • Challenge 11 (7,200 XP)

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Rift Strike. The hydra can use a bonus action to open a brief portal and teleport one of its heads to an unoccupied space that it can see within 60 ft. of its body until the end of its next turn.

Unending Breath. The hydra can hold its breath indefinitely as long as it is not incapacitated.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage.

Varifore Beam (Recharge 6). The hyrda channels the raw energy surrounding its heads, blasting it forward in an 30-foot line that is 5 feet wide. Each creature in this area must make a DC 15 Dexterity saving throw, taking 44 (8d10) force damage on a failed save, or half as much on a successful one. For each head the hydra has beyond one, it makes an extra beam, originating from the head's location and in the direction of its choice. A creature can not be harmed by more than one beam on the same turn.

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Xer'ka, The Void Dragon

The void dragon was once a pair of crystal dragon twins who fell to the influence of the void as a result of their hubris. Now a corrupted version of their former selves, this new being, Xer'ka, acts as a torturous and terrifying herald of the void, second only to the ruling powers of the great dark.

Lair Actions

On initiative count 20 (losing initiative ties), Xer'ka can take the following lair actions; Xer'ka can't take the same lair action two rounds in a row:

Darkest Void. A 20-foot radius sphere of magical darkness spreads from a point Xer'ka chooses within 80 feet of it.

Fel Banishment. Xer'ka targets one creature in its lair, which must make a DC 16 Charisma saving throw or be banished, as with the effect of the banishment spell, for up to 1 minute. A creature can remake the save at the end of each of its turns, ending the effect on itself on a success.

Hungering Beyond. All creatures in the lair hostile to Xer'ka must make a DC 16 Constitution saving throw or take 9 (2d8) damage or half as much on a success. Xer'ka regains hit points equal to the damage done by this effect.


























Xer'ka, The Void Dragon

Gargantuan dragon, neutral evil


  • Armor Class 22 (natural armor)
  • Hit Points 526 (27d20 + 243)
  • Speed 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 28 (+9) 19 (+4) 12 (+1) 25 (+7)

  • Saving Throws Dex +8, Con +17, Wis +9, Cha +15
  • Skills Perception +17, Stealth +8
  • Damage Resistances cold, force; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone, unconscious
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages all, telepathy 120 ft.
  • Challenge 25 (75,000 XP)

Legendary Resistance (3/Day). If Xer'ka fails a saving throw, it can choose to succeed instead.

Voidfallen. Xer'ka seeps the perverse and terrifying energy of the void in the area around it. A creature within the 120-foot radius surrounding Xer'ka that damages Xer'ka must make a DC 23 Wisdom saving throw or be frightened of Xer'ka until the start of their next turn. A creature that succeeds this saving throw is immune to this effect until the start of their next turn.

Incarnate of Uncreation. A creature frightened of Xer'ka has its vitality siphoned as it returns to the great nothingness, taking 9 (2d8) necrotic damage at the end of each of its turns. Xer'ka regains hit points equal to the damage done by this effect. A creature reduced to 0 hit points by this effect gains 1 level of exhaustion.

Actions

Multiattack. Xer'ka makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) force damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Entropic Breath. (Recharge 5/6). Xer'ka unravels creation in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, a creature takes 77 (22d6) force damage and gains 1 level of exhaustion at the start of each of its turns. A creature that succeeds the saving throw takes half damage and does not gain a level of exhaustion. A creature repeats the saving throw at the end of each of its turns, no longer gaining exhaustion from this effect on a success. If a level of exhaustion is removed from a creature by a spell, such as greater restoration, or another magical effect, they are additionally immune to gaining exhaustion from this effect for 1 minute.

Legendary Actions

Xer'ka can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. Xer'ka regains spent legendary actions at the start of its turn.

Claw. Xer'ka makes a Claw attack.

Minor Warp. Xer'ka teleports up to 20 feet from its location to an unoccupied space that it can see.

Collapse Creation. (Costs 2 Actions). Xer'ka destoys reality in a 20-foot radius around it. A creature in this area other than Xer'ka must make a DC 23 Constitution saving throw, taking 21 (6d6) force damage on a failed save, or half as much on a successful one. All nonmagical objects in this area are disintegrated.

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Notes on Cosmology

Infinite possibilities abound for how the cosmos of a world is designed. Integrating how each or all of the creations presented in this compendium exist in such a world is, of course, the prerogative of the creative DM. The following will include notes on certain concepts, such as what the void may be understood to be, as well as how the presence of existing cosmological ideas may be conciliated to allow a universe in which the concept of (mostly) empty and traversable space that some of this compendium relies on can exist. As always, these notes are simply examples and may be reinterpreted (or disregarded!) by DMs to suit their particular worlds.

Considering Space

Although this compendium was designed with the intent for creations to be largely setting non-specific, some of the material may not mesh with a DM's understanding of their cosmos. One may decide to reorient the concepts presented in the prior pages to allow for these creations, regardless.

For example, Realmspace and other canonical Dungeons and Dragons worlds tend to use a system that incorporates crystal spheres, wildspace, and the phlogiston. A DM who wishes to use some aspects of these concepts may conclude that they will keep wildspace, but eliminate the crystal spheres and phlogiston from their canon; making travel to or from any celestial bodies possible simply through space.

Perhaps in your world there exists no moon, but a player is interested in playing a Discipline of Moons Astromancer. You can work together to create an unconventional way in which a lunar influence still exists in your world. Maybe you utilize the starscape of the Astral Plane as a version of traversable space in your homebrew. You could consider having star-based creations originate from here, instead of traditional space. Alternatively, an issue may arise where there already exists a void or constellations in your canon that do not emulate the designs in this compendium. You may want to simply rename the creations presented. Don't feel bound by the flavor and suggestions presented in the pages above!

The Void

The "void" is a concept often presented in this compendium, considered to be an abstract of space; its domain both the area between matter, as well as all that exists beyond the known multiverse. In some interpretations, it is "emptiness" or a more abstract "lack of being." In other understandings of this universal (or extra-universal, as it may be) force, it is one of terror; a force that seeks to return all things to the dark nothingness that existed before matter had been conceived.

Some of the beings native to the void, as well as the void's general aesthetic, may bear resemblance to the Far Realm. However, one should consider the varying motivations that the two domains and the creatures native to them possess. Whereas the Far Realm is similarly impossible to understand in its utter madness as the void is, the entities which possess power in the Far Realm do not seek to utterly undo creation as the void does, but rather invade and rule it in their own alien image. These divergent goals implicate a difference in action that the two might take, but a DM may decide that the two have a closer relationship than this section implies.

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A Special Thanks

To everybody involved in both playtesting and reading through these creations over the last couple years! Everybody's input has been enormously helpful, with particular shoutouts to @TheAttackBox, @Drakitydrackity, @ChristopherTruth, @Phylea, @CalypsianCourtesan, @Esiya, r/unearthedarcana, and the Discord of Many Things for their incredible feedback that served as launching points for reworks that all of these creations underwent.

Save for any potential errors in grammar or otherwise that have gone unseen, these are the final versions for everything (seriously, for real this time)! However, playtesting is always welcome, so feel free to drop a comment to u/liusediana with any experiences you might have.

As always, Happy Starfaring!

Art Credits

    Eric Deschamps (MtG) - ericdeschamps.com

William Murai - artstation.com/willmurai

K K (Driftland) - kkr.artstation.com/

Bo Chen (Riot Games) - artstation.com/chenbo

Stu Harrington (SMITE) - artstation.com/stuharrington

Lin Romanov - rlinarts.tumblr.com/

WikiMia - deviantart.com/wikimia

Lie Setiawan (MtG) - artstation.com/liesetiawan

Jason Rainville (MtG) - jasonrainville.com

Sergey Gurskiy (Pathfinder: Kingmaker) - artstation.com/krmplce

Alexandra Curte - artstation.com/alexandracurte

Mortea Tadel - artstation.com/tadel_citadel

Chengwei Pan (Riot Games) - artstation.com/pan

Michal Ivan (Riot Games) - michalivan.artstation.com

Nognumnoy - artstation.com/nognumnoy

Taylor Payton - taypayart.com

Clayscence - deviantart.com/clayscence

Clockbirds - deviantart.com/clockbirds

Jean Go (Riot Games) - artstation.com/jeango

Dan Scott (MtG) - danscottart.format.com

Young Kim - youngkimart.com

MarmaduX-Smite (Smite) - deviantart.com/marmadux-smite

Aleksandra Wojtas (Gwent) - artstation.com/aleksandra

Chase Stone - chasestoneart.com

Jason Engle (MtG) - jaestudio.com/

Mila Pesic (MtG) - artstation.com/milapesic

Anna Podedworna (Gwent) - artstation.com/akreon

Lemon Sky Studios (TES: Legends) - artstation.com/lemonsky

Will Murai (MtG) - artstation.com/willmurai

Chris Rahn (MtG) - rahnart.com

Tommy Arnold (MtG) - twitter.com/tommyarnoldart?

Chris Rallis (MtG) - rallisart.com

Olga Debras - instagram.com/olgadrebas/?hl=en

Aurelien Rantet (Endless Legend) - artstation.com/aurel

WotC - Curse of Strahd Sourcebook

Mike Azevedo (League of Legends) - artstation.com/mikeazevedo

Lucas Parolin - deviantart.com/lucasparolin


    Filipe Pagliuso - artstation.com/filipe-pagliuso

Wesley Burt (MtG) - artstation.com/wesleyburt

Paul Canavan - artstation.com/paulscottcanavan

SIXMOREVODKA - sixmorevodka.artstation.com

Guilherme Batista - artstation.com/batistaguilherme

Dan Scott (MtG) - danscottart.format.com

Dallas Williams - dallasillustration.com/

Michael Netrat - artstation.com/netrat

SIXMOREVODKA - sixmorevodka.artstation.com

Kent Davis - artstation.com/idrawbagman

Venjix5 - deviantart.com/venjix5

Jana Vorster Broodryk - artstation.com/janavorsterbroodryk

Artists Unknown - Pottermore, God of War, Dark Souls 3, World of Warcraft

Tais Fernandes - taisfernandes.artstation.com

WotC - Magic Item Compendium (3.5)

Sean Andrew Murray - seanandrewmurray.com

Erica Yang (MtG) - instagram.com/yidotattooericayang

Zoltan Boros & Gabor Szikszai - boros-szikszai.com

Marina Borisenko - artstation.com/mimii

Randy Vargas (MtG) - deviantart.com/vargasni

AppleSin - deviantart.com/applesin

Caymen307 - deviantart.com/cayman307

Jarling-art - deviantart.com/jarling-art

Karolina 'Isvoc' Plutowska - isvoc-art.com

Sandara Tang - artstation.com/sandara

CanserM - deviantart.com/canserm

CobraVenom. - deviantart.com/cobravenom

Hugh Pinder (MtG) - artstation.com/pindurski

Jeremy Anninos (League of Legends) x2 - artstation.com/anninosart

Jason Kang (MtG) - artstation.com/jasonkang

Crow God (Riot Games) - artstation.com/crowgod

A.J. Nazzaro (Blizzard) - artstation.com/ajnazzaro

Mathias Kollros (MtG) - artstation.com/guterrez

Zeen Chin (Riot Games) - artstation.com/zeen

Ian Marcuson - artstation.com/realmforge

Kitsune-aka-Cettie -            deviantart.com/kitsune-aka-cettie

Sharisse Rourke - artstation.com/sharisserourke

Raymond Swanland (MtG) - raymondswanland.com

Pedro Sena - artstation.com/lordigan

Themce (Dota 2) - deviantart.com/themce

Tim Barton - artstation.com/cosmicspark

Gabriel Gajdos - deviantart.com/gabrielgajdos

Matt Stewart (MtG) - matthew-stewart.com

Artist Unknown - League of Legends

Jade Merien - deviantart.com/jademerien

Hugh Pinder (MtG) - artstation.com/pindurski

Joe Slucher (Monte Cook Games) - deviantart.com/joeslucher

Svetlin Velinov (MtG) - artstation.com/velinov

Simon Eckert (Smite) - deviantart.com/scebiqu

MarmaduX-Smite (Smite) - deviantart.com/marmadux-smite

Victor Maury (Riot Games) - artstation.com/victormaury

Eepox - deviantart.com/eepox

Housunnappi - deviantart.com/housunnappi

Joe Slucher - deviantart.com/joeslucher

SIXMOREVODKA - sixmorevodka.artstation.com

Dominik Mayer (MtG) - artstation.com/dtmayer

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