The Starwatcher

by Jigui

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The Starwatcher

Created by u/Jigui26

Starwatcher

Her eyes turning into a deep black void, a tiefling manipulates the gravity surrounding her. As her foes crumbles before her, she reaches her hand out and they immediately start falling upwards. The sight of it almost looks like a child playing with its toys.


Backed into a corner by some assailants and feeling pressure by his dire situation, a shape begins to form out of thin air beside him. Near the simple clothed half-elf, a being made of the cosmic void, cosmic dust and stars appears. Fighting along side the newly created entity, the half-elf was able to turn the tide in its favor.


A male gnome is in the chaos of a battlefield as his eyes flare a bright orange. Suddenly, a bright small sphere made of flame appears and starts incinerating any creatures around it. Moving through the battlefield, the gnome and his star lay waste to anybody unfortunate enough to be standing in front to them.


Starwatchers dedicate their life to understand the origin of the cosmos, the laws that binds celestial objects together and the variety of celestial objects. From deciphering those mysteries, starwatchers are able to use the effects of such laws on the universe and convert it into raw arcane power for their benefits.

Unusual Knowledge

Few people have knowledge of what is beyond the planet they are living on, but you do. You have uncovered through your studies many laws of the cosmos and how the universe acts. You unveiled those laws by studying the vast diversity of celestial bodies in the cosmos.


You also learned how to convert those laws into raw arcane powers. Whether you learned how to do so by being in an organization or by yourself, this knowledge is very valuable and very volatile.

Planetary System

The necessity of those fundamental laws of the universe translate into how much arcane energy you are able to create from them. The amount generated is practically unbearable for your body to sustain, so you created an arcane orrery to hold the power instead.


The miniature orrery also acts as an information bank of your studies about the cosmos. As you discover celestial objects and understand their role in the cosmos, you are able to create a replica of them inside your arcane orrery.

Creating a Starwatcher

As you make your starwatcher character, spend some time as to how your character got into the study of the cosmos and how does it studies. Did you join a school that had a telescope and you were taught by a professor or did you pick up the habit by yourself and you are mostly self-taught?


Work with your DM to create an appropriate setting around your character that will make playing your character much more enjoyable.


Additionally, spend some time to choose how your orrery appears when you summon it. Does it appear within the palm of on hand? Does it appear as a map on the ground?


You must also think how the different celestial objects you can invoke appear in the physical world. Do they appear as a small illusion orbiting your head? Do they appear as temporary glowing tattoos on your body? The way they are represented is a big part of your character!

Quick Build

You can make a starwatcher quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background. Finally, learn the Dancing Lights, Fire Bolt and Mage Hand cantrips and the Mage Armor and Magic Missiles 1st-level spells.

Multiclassing and the Starwatcher

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you choose Starwatcher as on of your classes.

Ability Score Minimum

As a multiclass character, you must have a score of at least 13 in the Starwatcher's primary ability, Intelligence, to take a level in this Class or to take a level in another Class if you are already a Starwatcher.

Proficiencies

If Starwatcher isn't your initial Class, here are the Proficiency you gain when you take your first Starwatcher level: one Skill of your choice and one tool of your choice.

Spell Slots

Add all your Starwatcher levels to the appropriate levels from other Classes to determine your available Spell Slots for casting Spells, as detailed in the multiclassing rules. You know a number of spell as detailed in the Spells Known Collum of the Starwatcher Class Table.

Created by u/Jigui26
The Starwatcher
Level Proficiency Bonus Features Celestial Bodies Discovered Orrery's Capacity Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcane Orrery, Spellcasting 3 2 2
2nd +2 Arcane Orrery Feature, Astral Flare, Celestial Bodies 2 2 3 4 3
3rd +2 Celestial Knowledge 2 2 3 6 4 2
4th +2 Ability Score Improvement 3 2 4 7 4 3
5th +3 Observer's Tower 3 3 4 9 4 3 2
6th +3 Arcane Orrery Feature 4 3 4 10 4 3 3
7th +3 Shared Immensity 4 3 4 11 4 3 3 1
8th +3 Ability Score Improvement 5 4 4 12 4 3 3 2
9th +4 Celestial Grit 6 4 4 13 4 3 3 3 1
10th +4 Arcane Orrery Feature 7 4 4 14 4 3 3 3 2
11th +4 8 5 5 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 8 5 5 16 4 3 3 3 2 1
13th +5 9 5 5 16 4 3 3 3 2 1 1
14th +5 Arcane Orrery Feature 9 6 5 17 4 3 3 3 2 1 1
15th +5 Cosmic Alignment 10 6 5 17 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 10 6 5 18 4 3 3 3 2 1 1 1
17th +6 11 7 5 18 4 3 3 3 2 1 1 1 1
18th +6 11 7 5 19 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 12 7 5 19 4 3 3 3 3 2 1 1 1
20th +6 Celestial Sovereignty 12 7 5 20 4 3 3 3 3 2 2 1 1
Created by u/Jigui26

Class Features

As a starwatcher, you gain the following class features:

Hit Points

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

Proficiencies

  • Armor: None
  • Weapons: Daggers, quarterstaffs, light crossbows
  • Tools: Cartographer’s tools and navigator’s tools
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, History, Insight, Investigation, Nature, Perception and Persuasion

Equipment

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

  • (a) a quaterstaff or (b) two daggers
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Cartographer's tools and navigator's tools

Arcane Orrery

At 1st level, you choose a main celestial body to be the center of your arcane orrery, shaping the arcane power you can use. Your choice grants you features at 1st level and again at 2nd, 6th, 10th, and 14th level. Your orrery is a tiny object that can appear and disappear at your will.

Orrery Center
Black Hole
Cosmic Entity
Orange Dwarf Star
White Dwarf Star

Spellcasting

You've studied the celestial bodies of the cosmos and learned how convert the universal laws that created them into raw arcane. Doing so is no easy task for the arcane power obtained by those natural laws is tremendous. You are able to bear such power by condensing it into a small illusory arcane orrery.

Cantrips (0-Level Spells)

At 1st level, you know three cantrips of your choice from the starwatcher spell list. You learn additional starwatcher cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Starwatcher table.

Spell Slots

The Starwatcher table shows how many spell slots you have to cast your starwatcher spells of 1st level and higher.


To cast one of these starwatcher 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 Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the starwatcher spell list which can be found at page 10.
The Spells Known column of the Starwatcher table shows when you learn more starwatcher spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the starwatcher spells you know and replace it with another spell from the starwatcher spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your starwatcher spells; your understanding of the theories behind the laws of the cosmos allows you to wield these spells with superior skill.
You use your Intelligence whenever an starwatcher spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a starwatcher spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a starwatcher spell as a ritual if that spell has the ritual tag and you have the spell learned.

Astral Flare

At 2nd level, you gain the ability to cause the main celestial body of your arcane orrery to flare. Doing so creates an effect based on your main celestial object.
When your main celestial body flares, you can't do so again until you finish a long rest.

Celestial Bodies

Throughout your study of the cosmos, you have discovered many different type of celestial bodies that you can create an arcane copy of it in your orrery to use their magical powers.


At 2nd level, you gain 2 celestial bodies. When you gain a certain starwatcher level, you discover a celestial body of your choice from the Celestial Body list as shown in the Celestial Bodies Discovered column of the starwatcher table.
Your orrery can hold a certain number of discovered celestial bodies as shown in the Orrery Capacity column of the starwatcher table. Upon completion of a long rest, you can modify the celestial bodies in your orrery from the ones you have already discovered.

Created by u/Jigui26

Cosmic Knowledge

At 3rd level, you learn to read celestial and you choose two of your Intelligence skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
If you do not have an Intelligence skill proficiency when you gain this feature, you gain proficiency with one Intelligence skill of your choice.

Observer's Tower

At 5th level, you develop a way to study the cosmos wherever you choose to and in the comfort of your own home. You learn the Galder's Tower spell, but it doesn’t count against the number of starwatcher spells you know. Casting the spell does not require you to expend a spell slot and the top floor is always an observatory.
Once you use this feature, you can't do so again until you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Shared Immensity

At 7th level, when you invoke a celestial body, you can touch an ally and give them the effect of the object. You can have at most one shared invoked body at any given time. A celestial body invoked this way does not count towards the maximum of invoked celestial body.

Celestial Grit

At 9th level, when you fail a saving throw, you can choose to invoke a celestial object of your choosing to succeed on that saving throw instead. Invoking a celestial body through this feature does not grant you its effects. Once you use this feature, you can't do so again until you finish a long rest.

Cosmic Alignment

At 15th level, you now understand how the orbit of celestial bodies can create unique effects.
As a bonus action, you can align up to 4 celestial bodies that are in your orrery and lose all existing celestial body effects. The alignment grants you the effect of the chosen celestial bodies for 1 minute. You cannot invoke any celestial bodies during the alignment, unless it is for your Celestial Grit feature. Once you use this feature, you cannot use it again for 7 days.

Celestial Sovereignty

At 20th level, you can now invoke 2 celestial bodies as part of the same bonus action. Additionally, the limit of active celestial bodies you have at any given time is increased to 4 and you can align up to 5 celestial bodies.

Celestial Bodies

The following celestial bodies define your arcane orrery and how you use it to your advantage. Some of the celestial bodies require your target to make a saving throw to resist its effect. The saving throw DC for your celestial bodies is your spell save DC. Your orrery can only one of each celestial body at any given time.


As a bonus action, you can invoke a celestial body which is in your orrery and gain its benefits. Once you invoke a celestial body, it can't be invoked again until you finish a long rest. You can have at most 3 celestial bodies invoked at the same time. You can lose the effect of an invoked celestial body as a free action.

Asteroid Belt

The asteroid belt can be invoked to create small asteroids that orbit you for 1 minute.
When invoked, you gain a number of small asteroid equal to your proficiency bonus. When you initially invoke the asteroid belt, and as a bonus action on each of your turns thereafter, you can expend one of the asteroids, launching it towards a creature you choose within 60 feet of you. When you do so, make a ranged spell attack. On a hit, the creature takes 1d4 + your Intelligence modifier bludgeoning damage. Whether you hit or miss, the asteroid is expended.
This effect is removed when you have expended all asteroids.

Binary Planets

A binary planet can be invoke to increase the number of targets for certain spells for 1 minute.
While invoked, you gain the ability to target a second creature with a spell that targets only one creature and doesn't have a range of self.
This effect is removed when you successfully affect two creatures with the same spell.

Chthonian Planet

A chthonian planet can be invoked to create winds coming off of you in a 10-foot radius circle for 10 minutes.
While invoked, the winds coming from you affect the environment as per the Gust of Wind spell. The winds do not influence projectiles or any creature's movement towards you.

Cosmic Storm

A cosmic storm can be invoked to cloak your body to retaliate on your enemies for 1 minute.
While invoked, you can use your reaction anytime you are damaged to send a cosmic lightning bolt to a creature of your choice within 60 feet of you. The creatures takes radiant damage equal to twice your Proficiency Bonus.

Desert Planet

A desert planet can be invoked to bring its unbearable abrasiveness to life for 1 minute.
While invoked, your Spell save DC increases by 2.
This effect is removed when a creature fails a saving throw against one of your spells.

Created by u/Jigui26
Gas Giant

A gas giant can be invoked to make your body resistant to its toxic atmosphere for 10 minutes.
While invoked, you gain resistance to acid and poison damage. You also become immune to the poisoned condition and any poison you previously had are removed.

Goldilocks Planet

A planet in the habitable zone of your arcane orrery can be invoked to allow you to recover hit points based of the next spell you cast within 1 minute.
When invoked, you will regain hit points based on the level of the next 1st-level or higher spell you cast. The hit points you regain is equal to three time the spell level.

Ice Planet

An ice planet can be invoked to anchor your feet with ice to any surface for 1 minute.
While invoked, you cannot be moved unwillingly although you can still call prone. Additionally, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gains a climbing speed equal to your walking speed.

Lava Planet

A Laval planet can be invoked to bring forth the raging power of its surface to your spells for 1 minute.
While invoked, your spells ignore resistances but not immunities.

Nebula

The nebula encompassing your arcane orrery can be invoked to create a hypnotising cloud of cosmic dust around you for 1 minute.
While invoked, any creature who targets you with an attack must make a Wisdom saving throw or be charmed by you until the end of their turn. A charmed creature must choose another target for its initial attack. A creature cannot be charmed by this feature again for 24 hours.

Ocean Planet

A water planet can be invoked to gain its watery nature for 8 hours.
While invoked, you gain the ability to breathe underwater, you gain a swimming speed equal to your walking speed, you cannot be knocked prone and water does not impede your visibility while underwater.

Oort Cloud

An oort cloud can be invoked to partially cover your skin and everyone else's within 10 feet of you for 10 minutes.
While invoked, creatures have disadvantage on Wisdom (Perception) checks that rely on sight to perceive you or any creature whose skin is covered by the cloud. Additionally, only yourself gains a bonus to any Dexterity (stealth) checks equal to your Intelligence modifier.

Protoplanet

A Protoplanet can be invoked to change the scale of your size for 1 minute.
While invoked, at the start of each of your turn, you can change your size to medium, small or tiny. Additionally, you can momentarily squeeze through a space as narrow as 1 inch wide.

Ring Planet

The ring of a planet can be invoked at a smaller scale to float in the air and orbit you for 1 minute. While invoked, the 15-foot radius ring follows your movements and damages any creatures you choose that enters the area for the first time on a turn or starts its turn there. The ring deals bludgeoning damage equal to twice your Proficiency Bonus.

Silicate Planet

A silicate planet can be invoked to transmute your skin partialy to stone for 1 minute.
While invoked and not wearing medium or heavy armor, you gain +1 to AC and advantage on Strength checks and saving throws.
This effect does not work with the unarmored defense feature.

Tidally locked Planet

A tidally locked planet can be invoked to gain the effect of one of its side for 1 minute:

  • Light Exposed Side: While this side is invoked, you shed bright light in a 20-foot radius and dim light for an additional 10 feet.
  • Perpetual Darkness Side: While this side is invoked, you can use a bonus action to become invisible when you are in an area of dim light or darkness. You remain invisible until the start of your next turn or until you make an attack, cast a spell, or when you leave the area.
Wormhole

The wormhole can be invoked to gain its spacetime bending capability for a number of turn equal to half your Intelligence modifier (minimum of 1).
While invoked, you can use your movement to teleport to an unoccupied space. The distance you teleported is substracted from your remaining movement as if you had moved there by any other means.

Created by u/Jigui26

Orrery Center

Black Hole

Upon noticing a uncanny dark spot in the cosmos, you decided to investigate further and discovered a black hole. Quickly, you figured out its effect on the fabric of reality and created a replica of it in an arcane orrery.
The powers behind this mysterious celestial body are extremely potent and their limits are only your imagination. Will you use those powers for good or for evil?

Cosmic Distortion

Starting at 1st level, when you create your system with a black hole at its center, you learn how to deform the space round you.
When you are attacked by a creature within 10 feet of you that you can see, you can use your reaction to impose disadvantage on all its attack rolls against you by distorting your surrounding space. The distortion lasts until the start of your next turn. Once you use this feature, you can't use it again until you finish a long rest.

Astral Flare: Spatial Authority

Starting at 2nd level, you learn how cause your black hole to flare, creating an intricate weave of gravity around you.


As an action, you create a 20-foot radius sphere centered on yourself thats follows your movements. The sphere lasts a number of minutes equal to your proficiency bonus. Any ally within the area jumps twice their normal jumping height and gain an additional 10 feet of movement. Any creatures you deem hostile towards you move at half their speed while inside the sphere.
If an hostile creature uses all of its movement inside, it must make a Strength saving throw against your spell save DC or fall prone.

Gravitational Damping

At 6th level, you can now lesser the gravity affecting you. You can choose to float up to 6 inches off of the ground. While floating, you are not affected by difficult terrain. Additionally while floating, effects that knock you prone instead drop you standing on the ground and you cannot float again for 1 minute after returning to the ground this way.

Celestial Grit Improvement

At 10th level, the effect of gravity on time allows you to use your Celestial Grit feature twice per long rest.

Grueling Force

At 14th level, you learn the Reverse Gravity spell and it does not count towards the number of spells known. Also, any creatures who makes the saving throw for your Spatial Authority feature does so at disadvantage. A creature who fell prone from this effect must use all its movement to get back up.

Cosmic Entity

Long as it been known that some creatures live outside of your home planet. Though you have never seen one through your extensive observation, you know that some exists. While doing research, you noticed that creatures in the Ethereal Plane have a lot of similarities to the ones in outer space.
By pure curiosity, you decided to create an arcane hybrid of both types to see how celestial bodies would interact with it. Strangely enough, you succeeded in creating an arcane cosmic life form. The only thing left to do is to experiment with it.

Created by u/Jigui26

Ethereal Knowledge

Starting at 1st level, when you create your system with a cosmic entity at its center, you make any Intelligence checks related to the Ethereal Plane and related to any creature living outside your plane of existence at advantage.

Astral Flare: Cosmic Birth

Starting at 2nd level, you learn how conjure him onto your plane. As an action, you can cause your cosmic entity to flare and be summoned in your surrounding space.


The entity appears in an unoccupied space of your choice that you can see within 30 feet of you. The entity is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Cosmic Entity stat block, which uses your proficiency bonus (PB) in several places. You determine the entity's appearance. Some cosmic entities take the form of a humanoid figure or while some take the form of monstrosities but all entities are made of cosmic dust, void and stars. Cosmic entities very much resemble the outer space shaped like an ethereal creature.
Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). Additionally, you can choose your cosmic entity to gain the effect of your celestial bodies instead of you.
The entity manifests for 1 hours, until it is reduced to 0 hit points, until you dismiss it, or until you die.

Astral Bond

Starting at 6th level, the cosmic entity and you are starting to influence each other subconsciously.
You and your cosmic entity share the same resistances. Additionally, when you cast a spell with a range other than self, the spell can originate from you or your cosmic entity.

Improved Celestial Grit

Starting at 10th level, your cosmic entity grows more resilient.
When your cosmic entity fails a saving throw, you can choose to not give a command to it on your next turn in order for your cosmic entity to succeed on that saving throw instead. Once you use this feature, you cannot do so again until you finish a long rest.

Ethereal Adaptation

Starting at 14th level, you connection to your cosmic entity and its ethereal nature is changing you.
You learn the Etherealness spell and it does not count towards the number of spells known. Also, you can see and affect creatures and objects on the Ethereal Plane and perceive the original form of a Shapechanger or a creature that is transformed by magic, all out to a range of 60 feet.


Cosmic Entity

Medium Celestial


  • Armor Class 11 + PB (Natural Armor)
  • Hit Points 5 + five time your starwatcher level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 15 (+2) 8 (-1) 10 (+0)

  • Saving Throws CON +3 plus PB, INT +2 plus PB
  • Condition Immunities: Frightened, grappled, poisoned, restrained
  • Damage Resistances: Psychic, radiant
  • Senses: Darkvision 60 ft., passive perception 9
  • Languages: Understands the languages you speak
  • Proficiency Bonus (PB): Equals your bonus

  • Incorporal movement. The Cosmic Entity can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. It is immediately shunted out to the nearest unoccupied space if it ends its turn in an object.
  • Natural Shimmer. The Cosmic Entity shed bright light in a 5-foot radius.

Actions

Slam. Melee Attack: your spell attack modifier to hit, reach 5ft., one target. Hit: 1d6 + PB Radiant damage.

Sensory Overload. The entity touches a creature's head with its own and attempt to overload its senses by unleashing the experience of the cosmos in its brain. The creature must make an Intelligence saving throw against your spell DC or take psychic damage and falls prone. The damage dealt is a number of d8 equal to your PB. A creature becomes immune to this effect for 24 hours once it fails the saving throw.

Orange Dwarf Star

Being one of the most common star in outer space, the orange dwarf was the easiest celestial body for you to study. Most of the stars are akin fire but the orange dwarf seem to be the most violent of inferno as well as being the most common type of star to have planets orbiting it. Creating an arcane copy of an orange dwarf in your arcane orrery proved to be quite the challenge for the potency of this star is unmatched.

Created by u/Jigui26

Scorching Amplification

Starting at 1st level, when you create your system with an orange dwarf star at its center, you can increase the potency of your spell through the power of your star. When you cast a 1st-level or higher spell, you can cause the spell to deal additional fire damage equal to your Intelligence modifier. You can use this feature a number of time equal to your proficiency bonus per long rest.

Astral Flare: Solar Consumption

Starting at 2nd level, you learn how to bring into reality your star instead of only as its illusory self.


As an action, you can summon your star in an unoccupied space of your choice that you can see within 30 feet of you. A 10-foot-diameter miniature version of your star appears in an unoccupied space of your choice within range and lasts for a number of rounds equal to half your proficiency bonus (rounded up and the count is at the start of your turn). Any creature that starts its turn within 5 feet of the star must make a Dexterity saving throw. The creature takes 2d8 + your starwatcher level fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move your star up to 30 feet. If you ram the star into a creature, that creature must make the saving throw against the star’s damage, and the star stops moving this turn. The star ignites flammable objects not being worn or carried.

Smouldering Skin

Starting at 6th level, your body adapt be resilient to various origins of fire turning your skin to a redder tone. You cannot be damaged by nonmagical fire with the exception of lava. Additionally, you cannot be ignited by magical means, though you can still take damage from the initial damaging effect such as with the Immolation spell.

Celestial Grit Improvement

Starting at 10th level, when you use your Celestial Grit feature, you regain two uses of your Scorching Amplification feature.

Corpse Dealing

Starting at 14th level, you learn the Fire Storm spell and it does not count towards the number of spells known. Also, when you reduce a creature to 0 hit point, its corpse ignites and cannot become an undead. Undeads make their saving throw against your spells that deal fire damage and your Solar Consumption at disadvantage.

Created by u/Jigui26

White Dwarf Star

Rare are white dwarf stars for the sole purpose that they are at the tail end of a star's lifespan. Much like at a theater, a dying star always have incredible effects that can be used for good. White dwarf star represent the perseverance of a dying star allowing you, who studied and understood every facets of one, to mingle with life itself.

Renewing Touch

Starting at 1st level, when you create your system with a white dwarf star at its center and when your Spellcasting feature lets you learn a starwatcher cantrip or a starwatcher spell of 1st level or higher, you can choose the new spell from the cleric spell list or the starwatcher spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a starwatcher spell for you.
You learn one cantrip and one 1st-level spell from the cleric spell list.

Astral Flare: Lifeline

Starting at 2nd level, you learn to harness the power of you star to persist through death.


If you are knocked unconscious, you can choose to cause your white dwarf star to flare and instead immediately regain a number of hit point equal to your Starwatcher level. When you do so, any creature you choose within 10 feet of you must succeed on a Constitution saving throw against your spell DC or take necrotic or radiant (your choice) damage equal to your starwatcher level.

Cosmic Perseverance

At 6th level, persisting through death as become part of your nature.
When an ally you can see within 30 feet of you fails a saving throw, you can use your reaction to replace their saving throw modifier used by your Intelligence saving throw modifier, potentially turning the roll into a success. You can use this feature a number of time equal to your proficiency bonus per long rest.

Celestial Grit Improvement

At 10th level, when you use your Celestial Grit feature, you regain a number of hit points or gain a number temporary hit points (your choice) equal to your level.

Invigorating Power

Starting at 14th level, you learn the Regenerate spell and it does not count towards the number of spells known. Also, your Astral Flare can now be used on any ally within 30 feet of you and the damaging radius becomes 20 feet.

Created by u/Jigui26

The Starwatcher Spell List

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • Vicious Mockery
1st Level
  • Alarm R
  • Arms of Hadar
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Expeditious Retreat
  • Feather Fall
  • Find Familiar R
  • Fog Cloud
  • Hellish Rebuke
  • Identify R
  • Illusory Scripts R
  • Jump
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Hideous Laughter
  • Thunderwave
  • Unseen Servant R
  • Witch Bolt
2nd Level
  • Arcane Lock
  • Blindness / Deafness
  • Blur
  • Calm Emotions
  • Cloud of Daggers
  • Continual Flames
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enlarge / Reduce
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Aura
  • Magic Mouth R
  • Acid Arrow
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Web
3rd Level
  • Animate Dead
  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Tiny Hut R
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Phantom Steed R
  • Protection from Energy
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Tongues
  • Water Breathing R
4th Level
  • Arcane Eye
  • Banishement
  • Blight
  • Compulsion
  • Control Water
  • Dimension Door
  • Evard's Black Tentacles
  • Fabricate
  • Fire Shield
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Secret Chest
  • Locate Creature
  • Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Wall of Fire
5th Level
  • Animate Objects
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane R
  • Creation
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • Telepathic Bond*
  • Scrying
  • Seeming
  • Telekinesis
  • Teleportaion Circle
  • Wall of Force
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Contigency
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Globe of invulnerability
  • Guards and Wards
  • Instant Summons R
  • Magic Jar
  • Freezing Sphere
  • Irresistible Dance
  • Programmed Illusion
  • Sunbeam
  • True Seeing
  • Wall of Ice
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Magnificent Mansion
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Clone
  • Demiplane
  • Feeblemind
  • Glibness
  • Incendiary Cloud
  • Maze
  • Mind Blank
  • Power word Stun
  • Sunburst
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonement
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Time Stop
  • True Polymorph
  • Weird

The Starwatcher

After creating a Cosmologist subclass for the Artificer, which can be found here, a lot of people told me that it was more fitting to be a whole class. So i made it happened!

I hope you find this class interesting enough to play it. Please let me know how it goes over on reddit if you ever end up playing it.

Everything in this document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

The following list credits the artist who made the art used in this document:

  • Front Cover Page: Rick Hertel on ArtStation
  • Page 2: Artist Unknown, picture recovered from TimelineCovers
  • Page 6: Accreting Black Hole by Reinald Vargas on ArtStation
  • Page 8: Cosmic Entity by Rasmus Rye Thomsen on ArtStation
  • Page 9: White Dwarf by Mark Garlick/science Photo Library on FineArtAmerica
  • Back Cover Page: Observatory by Pavel Proskurin on ArtStation

Starwatcher V1.0, 2023-03-16
Created by u/Jigui26

 

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